2024-11-03 19:18:26 +03:00

115 lines
3.2 KiB
C++

#include "Emitter.hpp"
#include <glm/gtc/random.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/norm.hpp>
#include "window/Camera.hpp"
#include "graphics/core/Texture.hpp"
#include "objects/Entities.hpp"
#include "world/Level.hpp"
Emitter::Emitter(
const Level& level,
std::variant<glm::vec3, entityid_t> origin,
ParticlesPreset preset,
const Texture* texture,
const UVRegion& region,
int count
)
: level(level),
origin(std::move(origin)),
prototype({this, 0, glm::vec3(), preset.velocity, preset.lifetime, region}),
texture(texture),
count(count),
preset(std::move(preset)) {
this->prototype.emitter = this;
}
const Texture* Emitter::getTexture() const {
return texture;
}
static inline glm::vec3 generate_coord(ParticleSpawnShape shape) {
switch (shape) {
case ParticleSpawnShape::BALL:
return glm::ballRand(1.0f);
case ParticleSpawnShape::SPHERE:
return glm::sphericalRand(1.0f);
case ParticleSpawnShape::BOX:
return glm::linearRand(glm::vec3(-1.0f), glm::vec3(1.0f));
default:
return {};
}
}
void Emitter::update(
float delta,
const glm::vec3& cameraPosition,
std::vector<Particle>& particles
) {
const float spawnInterval = preset.spawnInterval;
if (count == 0 || (count == -1 && spawnInterval < FLT_EPSILON)) {
return;
}
glm::vec3 position {};
if (auto staticPos = std::get_if<glm::vec3>(&origin)) {
position = *staticPos;
} else if (auto entityId = std::get_if<entityid_t>(&origin)) {
if (auto entity = level.entities->get(*entityId)) {
position = entity->getTransform().pos;
} else {
stop();
return;
}
}
const float maxDistance = preset.maxDistance;
if (glm::distance2(position, cameraPosition) > maxDistance * maxDistance) {
if (count > 0) {
if (spawnInterval < FLT_EPSILON) {
count = 0;
return;
}
int skipped = timer / spawnInterval;
count = std::max(0, count - skipped);
timer -= skipped * spawnInterval;
}
return;
}
timer += delta;
while (count && timer > spawnInterval) {
// spawn particle
Particle particle = prototype;
particle.emitter = this;
particle.random = random.rand32();
glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
spawnOffset *= preset.spawnSpread;
particle.position = position + spawnOffset;
particle.lifetime *= 1.0f - preset.lifetimeSpread * random.randFloat();
particle.velocity += glm::ballRand(1.0f) * preset.explosion;
if (preset.randomSubUV < 1.0f) {
particle.region.autoSub(
preset.randomSubUV,
preset.randomSubUV,
random.randFloat(),
random.randFloat()
);
}
particles.push_back(std::move(particle));
timer -= spawnInterval;
if (count > 0) {
count--;
}
}
}
void Emitter::stop() {
count = 0;
}
bool Emitter::isDead() const {
return count == 0;
}