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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
    {
        namespace Particles
        {

            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;
            };

            ///
            /// How many particles emitted per second.
            ///
            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.
            };

            class ParticleSystem;

            ///
            /// Emit a single particle.
            ///
            class ParticleEmitter
            {
            public:
                ///
                ///
                ///
                ParticleEmitter(ParticleSystem& ps);

                ///
                ///
                ///
                void update(float dt);

            private:
                ///
                ///
                ///
                ParticleSystem& mParticleSystem;

                ///
                /// 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.
                ///
                void emit(const ParticleEmitterDef& emitterDef, const ParticleDef& def, Particle& particle);

                ///
                ///
                ///
                float mTime;

            };

        } // namespace Particles
    } // namespace Graphics
} // namespace JinEngine

#endif