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#ifndef __JE_PARTICLE_H__
#define __JE_PARTICLE_H__
#include "../../math/je_vector2.hpp"
namespace JinEngine
{
namespace Graphics
{
namespace Particles
{
class ParticleEmitter;
struct LifeTimeDef
{
bool enableRandom = false;
union
{
struct
{
float min, max;
} random;
float life;
} life;
};
struct LinearAccelaration
{
};
struct SpeedOverTimeDef
{
bool enable = false;
bool enableRandom = false;
union
{
struct
{
Math::Vector2<float> startFloor;
Math::Vector2<float> startCeil;
Math::Vector2<float> endFloor;
Math::Vector2<float> endCeil;
} random;
struct
{
Math::Vector2<float> start;
Math::Vector2<float> end;
} speed;
} speed;
};
struct SizeOverTimeDef
{
bool enable = false;
bool enableRandom = false;
union {
struct {
float startFloor = 1;
float startCeil = 1;
float endFloor = 1;
float endCeil = 1;
} random;
struct {
float start = 1;
float end = 1;
} size;
} size;
};
struct ColorOverTime
{
bool enable = false;
Color colorStart = Color::WHITE;
Color colorEnd = Color::WHITE;
};
///
///
///
struct ParticleDef
{
private:
friend class ParticleEmitter;
public:
// Basic definitions.
LifeTimeDef lifeTimeDef; ///<
// Optional definitions.
SpeedOverTimeDef speedOverTimeDef; ///<
SizeOverTimeDef sizeOverTimeDef; ///<
ColorOverTime colorOverTimeDef; ///<
};
///
/// A single particle contains various properties of particle, such as position, accelaration, color and
/// other attributes changed over time.
///
struct Particle
{
Particle(const ParticleDef& particleDef);
///
/// Whole life time.
///
float lifeTime = 0.0f;
///
/// Current life time.
///
float life = 0.0f;
///
/// Current position.
///
float position[2] = { 0,0 };
///
/// Emitte direction.
///
float direction = 0;
Math::Vector2<float> speed;
Math::Vector2<float> linearAcceleration;
float radialAcceleration = 0;
float tangetialAcceleration = 0;
///
/// Size over lifetime.
///
float size = 1;
float sizeBegin = 1;
float sizeEnd = 1;
float rotation = 0;
float angle = 0;
///
/// Color over lifetime.
///
Color color = Color::WHITE;
Color colorStart = Color::WHITE;
Color colorEnd = Color::WHITE;
///
/// Is particle still alive? Alive is equivalent to NOT available in particle pool.
///
bool alive = false;
};
} // namespace Particles
} // namespace Graphics
} // namespace JinEngine
#endif
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