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#include "je_particle_system.h"
namespace JinEngine
{
namespace Graphics
{
namespace Particles
{
ParticleSystem::ParticleSystem(const ParticleSystemDef& def)
: mDef(def)
, mEmitter(*this)
, mParticlePool(def.maxParticleCount, sizeof(Particle))
{
}
ParticleSystem::~ParticleSystem()
{
}
void ParticleSystem::setPosition(float x, float y)
{
mPosition.x = x;
mPosition.y = y;
}
void ParticleSystem::update(float dt)
{
mEmitter.update(dt);
for (int i = 0; i < mAliveParticles.size(); ++i)
{
Particle* p = mAliveParticles[i];
if (p->alive == false)
{
recycle(i, p);
--i;
}
else
{
p->update(dt);
}
}
}
void ParticleSystem::render()
{
for (Particle* p : mAliveParticles)
p->render();
}
void ParticleSystem::setSprite(const Sprite* sprite)
{
mSprite = sprite;
}
Particle* ParticleSystem::claim()
{
Particle* p = new (mParticlePool.GetNextWithoutInitializing()) Particle(mSprite);
mAliveParticles.push_back(p);
return p;
}
void ParticleSystem::recycle(int i, Particle* p)
{
if (i >= mAliveParticles.size())
return;
mAliveParticles.erase(mAliveParticles.begin() + i);
mParticlePool.Delete(p);
}
}
}
}
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