tibia-client/src/framework/graphics/particlessystem.cpp

144 lines
4.2 KiB
C++

#include "particlessystem.h"
#include "graphics.h"
#include <framework/core/clock.h>
#include <framework/graphics/texturemanager.h>
#include <framework/util/tools.h>
Particle::Particle(const Rect& rect, float vx, float vy, float ax, float ay, float duration, const Color& color, TexturePtr texture)
{
m_rect = rect;
m_ix = rect.x(); m_iy = rect.y();
m_vx = vx; m_vy = vy;
m_ax = ax; m_ay = ay;
m_color = color;
m_texture = texture;
m_duration = duration;
m_startTicks = g_clock.ticks();
m_finished = false;
}
Particle::~Particle()
{
//dump << "deleted";
}
void Particle::render()
{
g_painter.setColor(m_color);
if(!m_texture)
g_painter.drawFilledRect(m_rect);
else {
g_painter.setCompositionMode(Painter::CompositionMode_AdditiveSource);
g_painter.drawTexturedRect(m_rect, m_texture);
g_painter.setCompositionMode(Painter::CompositionMode_SourceOver);
}
}
void Particle::update()
{
ticks_t t = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration >= 0 && t > m_duration * 1000) {
m_finished = true;
return;
}
//update position
m_rect.moveTo(m_ix + (m_vx * t / 1000.0) + (m_ax * t*t / (2.0 * 1000 * 1000)),
m_iy + (m_vy * t / 1000.0) + (m_ay * t*t / (2.0 * 1000 * 1000)));
}
ParticleEmitter::ParticleEmitter(const Point& position, float duration, int particlesPerSecond)
{
m_position = position;
m_duration = duration;
m_particlesPerSecond = particlesPerSecond;
m_createdParticles = 0;
m_startTicks = g_clock.ticks();
m_finished = false;
// particles default configuration. (make them reasonable detect missing properties on scripts)
m_pPositionMinRadius = 0; m_pPositionMaxRadius = 3;
m_pPositionMinAngle = 0; m_pPositionMaxAngle = 90;
m_pMinSize = Size(32, 32); m_pMaxSize = Size(32, 32);
m_pMinDuration = 0; m_pMaxDuration = 10;
}
void ParticleEmitter::render()
{
// testing
//g_graphics.bindColor(Color(255, 255, 255));
//g_graphics.drawFilledRect(Rect(0, 0, 400, 400));
for(auto it = m_particles.begin(), end = m_particles.end(); it != end; ++it)
(*it)->render();
}
void ParticleEmitter::update()
{
ticks_t elapsedTicks = g_clock.ticks() - m_startTicks;
// check if finished
if(m_duration >= 0 && elapsedTicks > m_duration * 1000) {
m_finished = true;
return;
}
// update particles
for(auto it = m_particles.begin(), end = m_particles.end(); it != end;) {
const ParticlePtr& particle = *it;
if(particle->hasFinished()) {
it = m_particles.erase(it);
continue;
}
particle->update();
++it;
}
// create some particles
TexturePtr tex = g_textures.getTexture("circle2.png");
int currentParticles = 1 + elapsedTicks / 1000.0 * m_particlesPerSecond;
for(int i = m_createdParticles; i < currentParticles; ++i) {
// \/ not working properly
float pRadius = Fw::randomRange(m_pPositionMinRadius, m_pPositionMaxRadius);
float pAngle = Fw::randomRange(m_pPositionMinAngle, m_pPositionMaxAngle) * 3.141592 / 180.0;
Point pPosition = Point(cos(pAngle * pRadius), sin(pAngle * pRadius));
Size pSize = Size(Fw::randomRange(m_pMinSize.width(), m_pMaxSize.width()), Fw::randomRange(m_pMinSize.height(), m_pMaxSize.height()));
float pDuration = Fw::randomRange(m_pMinDuration, m_pMaxDuration);
// todo: add random data generation
m_particles.push_back(ParticlePtr(new Particle(Rect(m_position + pPosition, pSize), 16, 8, 0, 0, pDuration, Color(255, 0, 0, 32), tex)));
}
m_createdParticles = currentParticles;
}
void ParticlesSystem::add(const ParticleEmitterPtr& emitter)
{
m_emitters.push_back(emitter);
}
void ParticlesSystem::render()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end; ++it)
(*it)->render();
}
void ParticlesSystem::update()
{
for(auto it = m_emitters.begin(), end = m_emitters.end(); it != end;) {
const ParticleEmitterPtr& emitter = *it;
if(emitter->hasFinished()) {
it = m_emitters.erase(it);
continue;
}
emitter->update();
++it;
}
}