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path: root/src/libjin/graphics/particles/je_particle.cpp
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#include "../../math/je_math.h"

#include "../je_sprite.h"

#include "je_particle.h"

using namespace JinEngine::Math;

namespace JinEngine
{
    namespace Graphics
    {
        namespace Particles
        {

            Particle::Particle(const Sprite* spr)
                : sprite(spr)
            {
                reset();
            }

            void Particle::reset()
            {
                transform.set(0, 0, 1, 1, 0, 0, 0);
                lifeTime = 1.0f; 
                life = 0.0f; 
                speed.set(0, 0); 
                linearAcceleration.set(0, 0); 
                radialAcceleration = 0.0f; 
                angularSpeed = 0;
                scaleBegin = 1;
                scaleEnd = 1;
                color = Color::WHITE;
                colorStart = Color::WHITE;
                colorEnd = Color::WHITE;
                alive = true;
            }

            void Particle::update(float dt)
            {
                float t = life / lifeTime;
                // Lerp color.
                color.r = lerp<int>(colorStart.r, colorEnd.r, t);
                color.g = lerp<int>(colorStart.g, colorEnd.g, t);
                color.b = lerp<int>(colorStart.b, colorEnd.b, t);
                color.a = lerp<int>(colorStart.a, colorEnd.a, t);
                // Lerp scale.
                Vector2<float> scale = transform.getScale();
                scale.x = lerp<float>(scaleBegin, scaleEnd, t);
                scale.y = scale.x;
                transform.setScale(scale.x, scale.y);
                // Calculate position.
                speed += linearAcceleration * dt;
                transform.move(speed * dt);
                // Calculate rotation.
                angularSpeed += radialAcceleration * dt;
                transform.rotate(angularSpeed * dt);
                // Update life time.
                life += dt;
                alive = life < lifeTime;
            }

            void Particle::render()
            {
                Color c = gl.getColor();
                gl.setColor(color);
                if (sprite != nullptr)
                {
                    Vector2<float>& position = transform.getPosition();
                    Vector2<float>& scale = transform.getScale();
                    float r = transform.getRotation();
                    sprite->render(position.x, position.y, scale.x, scale.y, r);
                }
                gl.getColor();
            }

        }
    }
}