add ParticlesPreset
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@ -23,7 +23,7 @@ Emitter::Emitter(
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texture(texture),
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spawnInterval(spawnInterval),
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count(count),
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behaviour() {
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preset() {
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this->prototype.emitter = this;
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}
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@ -47,6 +47,7 @@ void Emitter::update(
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position = entity->getTransform().pos;
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}
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}
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const float maxDistance = preset.maxDistance;
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if (glm::distance2(position, cameraPosition) > maxDistance * maxDistance) {
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if (count > 0) {
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if (spawnInterval < FLT_EPSILON) {
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@ -8,6 +8,7 @@
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#include "maths/UVRegion.hpp"
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#include "maths/util.hpp"
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#include "presets/ParticlesPreset.hpp"
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class Level;
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class Emitter;
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@ -30,12 +31,6 @@ struct Particle {
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class Texture;
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struct ParticleBehaviour {
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bool collision = true;
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bool lighting = true;
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glm::vec3 gravity {0.0f, -16.0f, 0.0f};
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};
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class Emitter {
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const Level& level;
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/// @brief Static position or entity
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@ -54,12 +49,10 @@ class Emitter {
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float timer = 0.0f;
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/// @brief Random velocity magnitude applying to spawned particles.
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glm::vec3 explosion {8.0f};
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/// @brief Max distance of actually spawning particles.
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float maxDistance = 32.0f;
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util::PseudoRandom random;
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public:
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ParticleBehaviour behaviour;
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ParticlesPreset preset;
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Emitter(
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const Level& level,
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@ -35,12 +35,12 @@ ParticlesRenderer::~ParticlesRenderer() = default;
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static inline void update_particle(
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Particle& particle, float delta, const Chunks& chunks
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) {
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const auto& behave = particle.emitter->behaviour;
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const auto& preset = particle.emitter->preset;
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auto& pos = particle.position;
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auto& vel = particle.velocity;
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vel += delta * behave.gravity;
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if (behave.collision && chunks.isObstacleAt(pos + vel * delta)) {
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vel += delta * preset.acceleration;
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if (preset.collision && chunks.isObstacleAt(pos + vel * delta)) {
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vel *= 0.0f;
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}
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pos += vel * delta;
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@ -72,7 +72,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
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update_particle(particle, delta, chunks);
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glm::vec4 light(1, 1, 1, 0);
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if (particle.emitter->behaviour.lighting) {
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if (particle.emitter->preset.lighting) {
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light = MainBatch::sampleLight(
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particle.position, chunks, backlight
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);
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20
src/presets/ParticlesPreset.cpp
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20
src/presets/ParticlesPreset.cpp
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@ -0,0 +1,20 @@
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#include "ParticlesPreset.hpp"
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#include "data/dv_util.hpp"
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dv::value ParticlesPreset::serialize() const {
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auto root = dv::object();
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root["collision"] = collision;
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root["lighting"] = lighting;
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root["max_distance"] = maxDistance;
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root["acceleration"] = dv::to_value(acceleration);
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return root;
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}
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void ParticlesPreset::deserialize(const dv::value& src) {
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src.at("collision").get(collision);
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src.at("lighting").get(lighting);
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if (src.has("acceleration")) {
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dv::get_vec(src["acceleration"], acceleration);
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}
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}
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19
src/presets/ParticlesPreset.hpp
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19
src/presets/ParticlesPreset.hpp
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@ -0,0 +1,19 @@
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#pragma once
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#include <glm/vec3.hpp>
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#include "interfaces/Serializable.hpp"
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struct ParticlesPreset : public Serializable {
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/// @brief Collision detection
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bool collision = true;
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/// @brief Apply lighting
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bool lighting = true;
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/// @brief Max distance of actually spawning particles.
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float maxDistance = 32.0f;
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/// @brief Velocity acceleration
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glm::vec3 acceleration {0.0f, -16.0f, 0.0f};
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dv::value serialize() const override;
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void deserialize(const dv::value& src) override;
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};
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