Implement initial particle system

Changelog:
- Can only to one-shot burst emitter
- Add test for it
scene_man
En Yi 2023-10-21 14:37:54 +08:00
parent 290dafdf86
commit 7c86e0b3c5
6 changed files with 192 additions and 16 deletions

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@ -139,6 +139,19 @@ target_link_libraries(assets_test
${GAME_LIBS}
)
add_executable(particle_test
particle_test.c
)
target_include_directories(particle_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_compile_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_libraries(particle_test
${GAME_LIBS}
)
if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED)
add_subdirectory(tests)

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@ -8,6 +8,7 @@ add_library(lib_engine STATIC
rres.c
mempool.c
entManager.c
particle_sys.c
${LIBZSTD_DIR}/lib/libzstd.a
)
target_include_directories(lib_engine

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@ -4,6 +4,7 @@
#include "collisions.h"
#include "sc/array/sc_array.h"
#include "assets.h"
#include "particle_sys.h"
typedef struct Scene Scene_t;
@ -21,6 +22,7 @@ typedef struct GameEngine {
unsigned int curr_scene;
Assets_t assets;
SFXList_t sfx_list;
ParticleSystem_t part_sys;
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
} GameEngine_t;

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@ -1,30 +1,124 @@
#include "particle_sys.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
// TEMPORARY VARIABLE: NEED TO FIND A WAY TO DEAL WITH THIS
#define DELTA_T 0.017
void init_particle_system(ParticleSystem_t* system)
{
memset(system, 0, sizeof(ParticleSystem_t));
sc_queue_init(&system->free_list);
for ( uint32_t i = 0; i < MAX_PARTICLE_EMITTER; ++i)
for ( uint32_t i = 1; i <= MAX_PARTICLE_EMITTER; ++i)
{
sc_queue_add_last(&system->free_list, i);
}
system->tail_idx = 0;
}
void add_particle_emitter(ParticleSystem_t* system, ParticleEmitter_t* emitter)
void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
{
if (sc_queue_empty(&system->free_list)) return;
uint32_t idx = sc_queue_del_first(&system->free_list);
system->emitter_list[system->tail_idx].next = idx;
system->tail_idx = idx;
system->emitter_list[idx].next = 0;
system->emitters[idx] = *emitter;
system->emitters[idx] = *in_emitter;
system->emitters[idx].active = true;
if (system->emitters[idx].n_particles > MAX_PARTICLES)
{
system->emitters[idx].n_particles = MAX_PARTICLES;
}
ParticleEmitter_t* emitter = system->emitters + idx;
// Generate particles based on type
for (uint32_t i = 0; i < emitter->n_particles; ++i)
{
uint32_t lifetime = (emitter->config.particle_lifetime[1] - emitter->config.particle_lifetime[0]);
emitter->particles[i].timer = emitter->config.particle_lifetime[0];
emitter->particles[i].timer += rand() % lifetime;
emitter->particles[i].alive = true;
float angle = emitter->config.launch_range[1] - emitter->config.launch_range[0];
angle *= (float)rand() / (float)RAND_MAX;
angle += emitter->config.launch_range[0];
if(angle > 360) angle -= 360;
if(angle < -360) angle += 360;
angle *= PI / 180;
float speed = emitter->config.speed_range[1] - emitter->config.speed_range[0];
speed *= (float)rand() / (float)RAND_MAX;
speed += emitter->config.speed_range[0];
emitter->particles[i].velocity.x = speed * cos(angle);
emitter->particles[i].velocity.y = speed * sin(angle);
emitter->particles[i].position = emitter->position;
}
}
void update_particle_system(ParticleSystem_t* system)
{
uint32_t emitter_idx = system->emitter_list[0].next;
uint32_t last_idx = 0;
while (emitter_idx != 0)
{
uint32_t next_idx = system->emitter_list[emitter_idx].next;
ParticleEmitter_t* emitter = system->emitters + emitter_idx;
uint32_t inactive_count = 0;
for (uint32_t i = 0; i < emitter->n_particles; ++i)
{
if (emitter->particles[i].alive)
{
if (emitter->config.update_func != NULL)
{
emitter->config.update_func(emitter->particles + i, emitter->config.user_data);
}
// Lifetime update
if (emitter->particles[i].timer > 0) emitter->particles[i].timer--;
if (emitter->particles[i].timer == 0)
{
emitter->particles[i].alive = false;
inactive_count++;
}
}
else
{
inactive_count++;
}
}
if (inactive_count == emitter->n_particles)
{
emitter->active = false;
system->emitter_list[last_idx].next = system->emitter_list[emitter_idx].next;
system->emitter_list[emitter_idx].next = 0;
if (system->tail_idx == emitter_idx)
{
system->tail_idx = last_idx;
}
sc_queue_add_last(&system->free_list, emitter_idx);
emitter_idx = last_idx;
}
last_idx = emitter_idx;
emitter_idx = next_idx;
}
}
void draw_particle_system(ParticleSystem_t* system)
{
uint32_t emitter_idx = system->emitter_list[0].next;
while (emitter_idx != 0)
{
ParticleEmitter_t* emitter = system->emitters + emitter_idx;
for (uint32_t i = 0; i < emitter->n_particles; ++i)
{
if (emitter->particles[i].alive)
{
DrawCircleV(emitter->particles[i].position, 5, BLACK);
}
}
emitter_idx = system->emitter_list[emitter_idx].next;
}
}
void deinit_particle_system(ParticleSystem_t* system)
{

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@ -18,24 +18,27 @@ typedef struct Particle
Vector2 velocity;
Vector2 accleration;
float rotation;
bool alive;
float size;
uint32_t timer;
bool alive;
}Particle_t;
typedef void (*particle_update_func_t)(Particle_t* part, void* user_data);
typedef struct EmitterConfig
{
Vector2 launch_range;
Vector2 speed_range;
Vector2 position;
uint32_t particle_lifetime;
Vector2 gravity;
Vector2 friction_coeff;
float launch_range[2];
float speed_range[2];
uint32_t particle_lifetime[2];
PartEmitterType_t type;
void* user_data;
particle_update_func_t update_func;
}EmitterConfig_t;
typedef struct ParticleEmitter
{
EmitterConfig_t* config;
EmitterConfig_t config;
Vector2 position;
Particle_t particles[MAX_PARTICLES];
uint32_t n_particles;
uint32_t timer;
@ -51,8 +54,7 @@ typedef struct IndexList
typedef struct ParticleSystem
{
EmitterConfig_t emitter_configs[MAX_PARTICLE_CONF];
ParticleEmitter_t emitters[MAX_PARTICLE_EMITTER];
ParticleEmitter_t emitters[MAX_PARTICLE_EMITTER + 1];
IndexList_t emitter_list[MAX_PARTICLE_EMITTER + 1];
struct sc_queue_64 free_list;
uint32_t tail_idx;
@ -61,7 +63,7 @@ typedef struct ParticleSystem
}ParticleSystem_t;
void init_particle_system(ParticleSystem_t* system);
void add_particle_emitter(ParticleSystem_t* system, ParticleEmitter_t* emitter);
void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter);
void update_particle_system(ParticleSystem_t* system);
void draw_particle_system(ParticleSystem_t* system);
void deinit_particle_system(ParticleSystem_t* system);

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@ -2,16 +2,80 @@
#include <stdio.h>
#include <unistd.h>
#include "raylib.h"
#include "raymath.h"
#include "constants.h"
static const Vector2 GRAVITY = {0, GRAV_ACCEL};
void simple_particle_system_update(Particle_t* part, void* user_data)
{
float delta_time = DELTA_T; // TODO: Will need to think about delta time handling
part->velocity =
Vector2Add(
part->velocity,
Vector2Scale(GRAVITY, delta_time)
);
float mag = Vector2Length(part->velocity);
part->velocity = Vector2Scale(
Vector2Normalize(part->velocity),
(mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag
);
// 3 dp precision
if (fabs(part->velocity.x) < 1e-3) part->velocity.x = 0;
if (fabs(part->velocity.y) < 1e-3) part->velocity.y = 0;
part->position = Vector2Add(
part->position,
Vector2Scale(part->velocity, delta_time)
);
// Level boundary collision
{
if(
part->position.x + part->size < 0 || part->position.x - part->size > 1280
|| part->position.y + part->size < 0 || part->position.y - part->size > 640
)
{
part->timer = 0;
}
}
}
int main(void)
{
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
static ParticleSystem_t part_sys = {0
static ParticleSystem_t part_sys = {0};
init_particle_system(&part_sys);
EmitterConfig_t conf ={
.launch_range = {0, 360},
.speed_range = {400, 2000},
.particle_lifetime = {30, 110},
.update_func = &simple_particle_system_update
};
ParticleEmitter_t emitter = {
.config = conf,
.n_particles = MAX_PARTICLES,
.one_shot = true,
};
bool key_press = false;
while(!WindowShouldClose())
{
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
key_press = true;
}
else if (key_press && IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
emitter.position = GetMousePosition();
add_particle_emitter(&part_sys, &emitter);
key_press = false;
}
update_particle_system(&part_sys);
BeginDrawing();