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path: root/src/libjin/graphics/particles/je_particle_emitter.cpp
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#include <time.h>

#include "../../math/je_random.h"

#include "je_particle_emitter.h"
#include "je_particle_system.h"

using namespace JinEngine::Math;

namespace JinEngine
{
    namespace Graphics
    {
        namespace Particles
        {

            static const uint8 ACCURACY_4 = 4;
            static const uint8 ACCURACY_5 = 5;
            static const uint8 ACCURACY_6 = 6;

            // Particle emitter 
            static RandomGenerator rng(0xEA44944);

            ParticleEmitter::ParticleEmitter(ParticleSystem& ps)
                : mPS(ps)
                , mDef(ps.mDef.emitterDef)
                , mPDef(ps.mDef.particleDef)
                , mTime(0)
            {
            }

            void ParticleEmitter::update(float dt)
            {
                mTime += dt; 
                for (;mTime >= mInterval; mTime -= mInterval)
                {
                    emit();
                    // Random rate.
                    if (mDef.emitRateDef.enableRandom)
                        mInterval = rng.randf(mDef.emitRateDef.rate.random.floor, mDef.emitRateDef.rate.random.ceil, ACCURACY_5);
                    else
                        mInterval = mDef.emitRateDef.rate.rate;
                }
            }

            void ParticleEmitter::emit()
            {
                Particle* p = mPS.claim();
                if (p == nullptr)
                    return;
                p->reset();
                p->def = &mPDef;
                // Init position.
                if (mDef.positionDef.enableRandom)
                {
                    float x = rng.randf(mDef.positionDef.position.random.floor.x, mDef.positionDef.position.random.ceil.x, ACCURACY_4);
                    float y = rng.randf(mDef.positionDef.position.random.floor.y, mDef.positionDef.position.random.ceil.y, ACCURACY_4);
                    x += mPS.mPosition.x;
                    y += mPS.mPosition.y;
                    p->transform.setPosition(x, y);
                }
                else
                    p->transform.setPosition(mDef.positionDef.position.position);
                // Init speed.
                float r = 0;
                if (mDef.directionDef.enableRandom)
                    r = rng.randf(mDef.directionDef.direction.random.floor, mDef.directionDef.direction.random.ceil, ACCURACY_4);
                else
                    r = mDef.directionDef.direction.direction;
                float f = 0;
                if (mDef.forceDef.enableRandom)
                    f = rng.randf(mDef.forceDef.force.random.floor, mDef.forceDef.force.random.ceil, ACCURACY_4);
                else
                    f = mDef.forceDef.force.force;
                p->velocity.set(f*cos(r), f*sin(r));
                if (f != 0) p->updateFlags |= Particle::UPDATE_POSITION;
                // Init life time.
                if (mPDef.lifeTimeDef.enableRandom)
                    p->lifeTime = rng.randf(mPDef.lifeTimeDef.life.random.floor, mPDef.lifeTimeDef.life.random.ceil, ACCURACY_4);
                else
                    p->lifeTime = mPDef.lifeTimeDef.life.life;
                // Init linear accelaration.
                p->linearAcceleration = mPDef.linearAccelarationDef.linearAccelaration;
                if(!p->linearAcceleration.isZero())
                    p->updateFlags |= (Particle::UPDATE_VELOCITY | Particle::UPDATE_POSITION);
                // Init angular accelaration.
                p->radialAcceleration = mPDef.radialAccelarationDef.radialAccelaration;
                // Init Angular speed.
                if (mPDef.angularSpeedDef.enableRandom)
                    p->angularSpeed = rng.randf(mPDef.angularSpeedDef.angularSpeed.random.floor, mPDef.angularSpeedDef.angularSpeed.random.ceil, ACCURACY_4);
                else
                    p->angularSpeed = mPDef.angularSpeedDef.angularSpeed.angularSpeed;
                if (p->angularSpeed != 0)
                    p->updateFlags |= Particle::UPDATE_ROTATION;
                // Scale over time.
                if (mPDef.scaleDef.overTime.enable)
                    p->updateFlags |= Particle::UPDATE_SCALE;
                else
                    p->transform.setScale(mPDef.scaleDef.scale, mPDef.scaleDef.scale);
                // Color over time.
                if (mPDef.colorDef.overTime.enable)
                    p->updateFlags |= Particle::UPDATE_COLOR;
                else
                    p->color = mPDef.colorDef.color;
                // Sprite
                if (mPDef.spritesDef.mode != SpriteMode::SINGLE)
                    p->updateFlags |= Particle::UPDATE_SPRITE;
            }

        }
    }
}