HATPC/engine/particle_sys.c

149 lines
5.2 KiB
C

#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 = 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, 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] = *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;
emitter->particles[i].rotation = angle;
emitter->particles[i].angular_vel = -10 + 20 * (float)rand() / (float)RAND_MAX;
emitter->particles[i].size = 10 + 20 * (float)rand() / (float)RAND_MAX;
;
}
}
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;
Particle_t* part = emitter->particles;
for (uint32_t i = 0; i < emitter->n_particles; ++i, ++part)
{
if (part->alive)
{
if (emitter->spr->texture == NULL || emitter->spr->texture->width == 0)
{
Rectangle rect = {
.x = part->position.x,
.y = part->position.y,
.width = part->size,
.height = part->size
};
Vector2 origin = (Vector2){
part->size / 2,
part->size / 2
};
DrawRectanglePro(rect, origin, part->rotation, BLACK);
}
else
{
draw_sprite(emitter->spr, part->position, part->rotation, false);
}
}
}
emitter_idx = system->emitter_list[emitter_idx].next;
}
}
void deinit_particle_system(ParticleSystem_t* system)
{
sc_queue_term(&system->free_list);
}