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path: root/src/libjin/graphics/particles/particle_emitter.h
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#ifndef __JE_PARTICLE_EMITTER_H__
#define __JE_PARTICLE_EMITTER_H__

#include "../../common/temporary.h"
#include "../../math/vector2.hpp"

#include "particle.h"

namespace JinEngine
{
	namespace Graphics
	{
		namespace Particles
		{

			struct PositionDef
			{
				bool enableRandom = false;
				Struct(position,
					struct
					{
						Math::Vector2<float> floor;
						Math::Vector2<float> ceil;
					} random;
					Math::Vector2<float> position;
				);
			};

			struct DirectionDef
			{
				bool enableRandom = false;
				Struct(direction,
					struct
					{
						float floor = 0;
						float ceil = 0;
					} random;
					float direction = 0;
				);
			};

			///
			/// How many particles emitted per second.
			///
			struct EmitRateDef
			{
				bool enableRandom = false;
				Struct(rate,
					struct
					{
						float floor = 1;
						float ceil = 1;
					} random;
					float rate = 1;
				);
			};

			///
			/// Initial speed of particle.
			///
			struct ForceDef
			{
				bool enableRandom = false;
				Struct(force,
					struct
					{
						float floor = 1;
						float ceil = 1;
					} random;
				float force = 1;
				);
			};

			///
			/// Definition of particle emitter.
			///
			struct ParticleEmitterDef
			{
				EmitRateDef emitRateDef;   ///< Emit rate.

				PositionDef positionDef;   ///< Emit position(relativily to the particle system center).
				DirectionDef directionDef; ///< Emit direction.
				ForceDef forceDef;		 ///< Emit force.
			};

			class ParticleSystem;

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

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

			private:
				///
				///
				///
				ParticleSystem& mPS;

				ParticleEmitterDef& mDef;

				ParticleDef& mPDef;

				///
				/// Emit 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();

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

				///
				///
				///
				float mInterval;

			};

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

#endif