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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