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#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, float burstRate, float burstCount)
{
m_position = position;
m_duration = duration;
m_burstRate = burstRate; m_burstCount = burstCount;
m_currentBurst = 0;
m_startTicks = g_clock.ticks();
m_finished = false;
// particles default configuration. (make them reasonable for user detect missing properties on scripts)
m_pPositionMinRadius = 0; m_pPositionMaxRadius = 3;
m_pPositionMinAngle = -Fw::pi; m_pPositionMaxAngle = Fw::pi;
m_pMinSize = Size(32, 32); m_pMaxSize = Size(32, 32);
m_pMinDuration = 0; m_pMaxDuration = 10;
m_pMinVelocity = 32; m_pMaxVelocity = 64;
m_pMinVelocityAngle = -Fw::pi; m_pMaxVelocityAngle = Fw::pi;
m_pMinAcceleration = 32; m_pMaxAcceleration = 64;
m_pMinAccelerationAngle = -Fw::pi; m_pMaxAccelerationAngle = Fw::pi;
m_pColor = Color(255, 0, 0, 128);
m_pTexture = nullptr;
}
void ParticleEmitter::render()
{
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
m_pTexture = g_textures.getTexture("circle2.png"); // remove this, 'll be parsed on loader
int currentBurst = elapsedTicks / 1000.0 / m_burstRate + 1;
for(int b = m_currentBurst; b < currentBurst; ++b) {
// every burst created at same position.
float pRadius = Fw::randomRange(m_pPositionMinRadius, m_pPositionMaxRadius);
float pAngle = Fw::randomRange(m_pPositionMinAngle, m_pPositionMaxAngle);
Point pPosition = Point(pRadius * cos(pAngle), pRadius * sin(pAngle));
for(int p = 0; p < m_burstCount; ++p) {
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);
// particles initial velocity
float pVelocity = Fw::randomRange(m_pMinVelocity, m_pMaxVelocity);
float pVelocityAngle = Fw::randomRange(m_pMinVelocityAngle, m_pMaxVelocityAngle);
// particles initial acceleration
float pAcceleration = Fw::randomRange(m_pMinAcceleration, m_pMaxAcceleration);
float pAccelerationAngle = Fw::randomRange(m_pMinAccelerationAngle, m_pMaxAccelerationAngle);
m_particles.push_back(ParticlePtr(new Particle(Rect(m_position + pPosition, pSize),
pVelocity * cos(pVelocityAngle), pVelocity * sin(pVelocityAngle),
pAcceleration * cos(pAccelerationAngle), pAcceleration * sin(pAccelerationAngle),
pDuration, m_pColor, m_pTexture)));
}
}
m_currentBurst = currentBurst;
}
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;
}
}