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#ifndef __JE_PARTICLE_EMITTER_H
#define __JE_PARTICLE_EMITTER_H
#include "../../common/je_temporary.h"
#include "../../math/je_vector2.hpp"
#include "je_particle.h"
namespace JinEngine
{
namespace Graphics
{
struct PositionDef
{
bool enableRandom = false;
union
{
struct
{
Math::Vector2<float> min;
Math::Vector2<float> max;
} random;
Math::Vector2<float> position;
} position;
};
struct DirectionDef
{
bool enableRandom = false;
union
{
struct
{
float min = 0;
float max = 0;
} random;
float direction = 0;
} direction;
};
struct EmitRateDef
{
bool enableRandom = false;
union
{
struct
{
float min = 1;
float max = 1;
} random;
float rate = 1;
} rate;
};
///
/// Definition of particle emitter.
///
struct ParticleEmitterDef : public Temporary
{
PositionDef positionDef; ///< Emit position(relativily to the particle system center).
DirectionDef directionDef; ///< Emit direction.
EmitRateDef emitRateDef; ///< Emit rate.
};
///
/// Emit a single particle.
///
class ParticleEmitter
{
public:
///
/// ParticleEmitter constructor.
///
/// @param emitterDef Definition of particle emitter.
/// @param particleDef Definition of particle.
///
ParticleEmitter(const ParticleEmitterDef& emitterDef, const ParticleDef& particleDef);
///
/// Emit a particle according to emitter definition and particle definition, particle system should
/// assign particle value to the particle in particle pool, but not use this return particle.
///
Particle emit();
private:
float mDirection;
ParticleEmitterDef mEmitterDef;
ParticleDef mParticleDef;
};
} // namespace Graphics
} // namespace JinEngine
#endif
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