diff options
Diffstat (limited to 'src/libjin/graphics/particles/je_particle_system.h')
-rw-r--r-- | src/libjin/graphics/particles/je_particle_system.h | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/src/libjin/graphics/particles/je_particle_system.h b/src/libjin/graphics/particles/je_particle_system.h new file mode 100644 index 0000000..8ee79ec --- /dev/null +++ b/src/libjin/graphics/particles/je_particle_system.h @@ -0,0 +1,115 @@ +#ifndef __JE_PARTICLE_EMMITTER_H__ +#define __JE_PARTICLE_EMMITTER_H__ + +#include <vector> + +#include "../../common/je_temporary.h" +#include "../../game/je_gameobject.h" + +#include "../je_sprite.h" + +#include "je_particle_emitter.h" +#include "je_particle_pool.h" +#include "je_particle.h" + +namespace JinEngine +{ + namespace Graphics + { + namespace Particles + { + + /// + /// Definition of particle system. + /// + struct ParticleSystemDef + { + ParticleSystemDef() {} + uint maxParticleCount = 1; ///< Max count of particles in pool. 1 by default. + ParticleEmitterDef emitterDef; ///< Particle emitter definition. + ParticleDef particleDef; ///< Particle definition. + }; + + /// + /// Particle emitter, handle all particles it emitts. + /// + class ParticleSystem/* : public Game::GameObject*/ + { + public: + /// + /// Particle system constructor + /// + /// @param def Definition of particle system. + /// + ParticleSystem(const ParticleSystemDef& def); + + /// + /// Particle system destructor. + /// + ~ParticleSystem(); + + /// + /// Update particle system and all alive particles. + /// + void update(float dt); + + /// + /// Render particle system. + /// + void render(float x, float y, float sx = 1, float sy = 1, float r = 0, float ax = 0, float ay = 0); + + /// + /// Set sprite to render. + /// + /// @param sprite Sprite to render. + /// + void setGraphic(const Graphic* graphic); + + private: + + friend class ParticleEmitter; + + ParticleSystem(); + + /// + /// + /// + Particle* claim(); + + /// + /// + /// + void recycle(int i, Particle* p); + + /// + /// Particle system definition. + /// + ParticleSystemDef mDef; + + /// + /// Sprite to be drawn. + /// + const Graphic* mGraphic; + + /// + /// Particle emitter. + /// + ParticleEmitter mEmitter; + + /// + /// Particle pool. + /// + ParticlePool mParticlePool; + + /// + /// Alive particles, that means these particles could join to the life cycle loop. + /// + std::vector<Particle*> mAliveParticles; + + }; + + } // namespace Particles + } // namespace Graphics +} // namespace JinEngine + +#endif
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