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#ifndef __JE_PARTICLE_H__
#define __JE_PARTICLE_H__
#include "../../math/je_transform.h"
#include "../../math/je_vector2.hpp"
#include "../je_color.h"
#include "../je_graphic.h"
namespace JinEngine
{
namespace Graphics
{
namespace Particles
{
class ParticleEmitter;
///
///
///
struct LifeTimeDef
{
bool enableRandom = false;
Struct(life,
struct
{
float floor, ceil;
} random;
float life = 1.0f;
);
};
struct ScaleOverTimeDef
{
bool enable = false;
float start = 1;
float end = 1;
};
struct ColorOverTimeDef
{
bool enable = false;
Color colorStart = Color::WHITE;
Color colorEnd = Color::WHITE;
};
struct linearAccelarationDef
{
Math::Vector2<float> linearAccelaration;
};
struct RadialAccelarationDef
{
float radialAccelaration = 0.f;
};
struct AngularSpeedDef
{
bool enableRandom = false;
Struct(angularSpeed,
struct
{
float floor = 0;
float ceil = 0;
} random;
float angularSpeed = 0;
);
};
///
///
///
struct ParticleDef
{
private:
friend class ParticleEmitter;
public:
// Basic definitions.
LifeTimeDef lifeTimeDef; ///<
linearAccelarationDef linearAccelarationDef; ///<
RadialAccelarationDef radialAccelarationDef; ///<
AngularSpeedDef angularSpeedDef; ///<
// Optional definitions.
ScaleOverTimeDef sizeOverTimeDef; ///<
ColorOverTimeDef colorOverTimeDef; ///<
};
///
/// A single particle contains various properties of particle, such as position, accelaration, color
/// and other attributes changed over time.
///
struct Particle
{
///
/// Default constructor.
///
Particle(const Graphic* graphic);
///
/// Reset to default.
///
void reset();
///
///
///
void update(float dt);
///
///
///
void render();
//////////////////////////////////////////////////////////////////////////////////////////////////
///
/// Whole life time.
///
float lifeTime = 1.0f;
///
/// Current life time.
///
float life = 0.0f;
const Graphic* graphic;
///
/// Color over lifetime.
///
Color color = Color::WHITE;
Color colorStart = Color::WHITE;
Color colorEnd = Color::WHITE;
///
/// Position scale rotation origin.
///
Math::Transform transform;
///
/// Speeds.
///
Math::Vector2<float> speed;
Math::Vector2<float> linearAcceleration;
float angularSpeed;
float radialAcceleration = 0;
///
/// Size over lifetime.
///
float scaleBegin = 1;
float scaleEnd = 1;
///
/// Is particle still alive? Alive is equivalent to NOT available in particle pool.
///
bool alive = true;
};
} // namespace Particles
} // namespace Graphics
} // namespace JinEngine
#endif
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