Add ParticleSystem, fix incorrect Argb conversion in Color, remove byte casting in LerpColor, update TestGame to demostrate particle system.
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205
Voile/Source/Systems/ParticleSystem.cs
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205
Voile/Source/Systems/ParticleSystem.cs
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using System.Numerics;
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using Voile.Rendering;
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using Voile.Utils;
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namespace Voile.Systems;
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public struct Particle
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{
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public Particle()
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{
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}
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public int EmitterIndex { get; set; }
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public int ColorArgb { get; set; }
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public Vector2 Position { get; set; }
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public Vector2 Velocity { get; set; }
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public float AngularVelocity { get; set; }
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public float LifeTime { get; set; } = 1.0f;
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public float LifeTimeRemaining { get; set; }
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public float Scale { get; set; }
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public float Rotation { get; set; }
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public bool Alive { get; set; } = true;
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}
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public class ParticleEmitterSettings
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{
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public int MaxParticles { get; set; } = 16;
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public float EmitRadius { get; set; }
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public float LifeTime { get; set; } = 1.0f;
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public float Explosiveness { get; set; }
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public Vector2 Direction { get; set; } = -Vector2.UnitY;
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public float LinearVelocity { get; set; } = 980.0f;
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public float AngularVelocity { get; set; }
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public float AngularVelocityRandom { get; set; }
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public float LinearVelocityRandom { get; set; } = 0.5f;
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public Vector2 Gravity { get; set; } = Vector2.UnitY * 980f;
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public float ScaleBegin { get; set; } = 1.0f;
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public float ScaleEnd { get; set; } = 0.0f;
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public Color ColorBegin { get; set; } = Color.White;
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public Color ColorEnd { get; set; } = Color.Black;
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public float Damping { get; set; } = 1.0f;
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}
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public class ParticleEmitter : IUpdatableSystem
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{
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public ReadOnlySpan<Particle> Particles => _particles.AsSpan();
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public Vector2 OriginPosition => _originPosition;
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public ParticleEmitterSettings Settings => _settings;
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public ParticleEmitter(Vector2 originPosition, ParticleEmitterSettings settings, ArraySegment<Particle> particles)
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{
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_originPosition = originPosition;
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_settings = settings;
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_maxParticles = _settings.MaxParticles;
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_particleIndex = _maxParticles - 1;
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_particles = particles;
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_random = new LehmerRandom();
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}
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public void Update(double deltaTime)
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{
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var rate = (int)MathUtils.Lerp(1, _maxParticles, _settings.Explosiveness);
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for (int i = 0; i < rate; i++)
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{
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Emit();
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}
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for (int i = 0; i < _maxParticles; i++)
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{
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var particle = _particles[i];
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if (!particle.Alive) continue;
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if (particle.LifeTimeRemaining <= 0.0f)
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{
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particle.Alive = false;
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continue;
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}
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particle.LifeTimeRemaining = Math.Clamp(particle.LifeTimeRemaining - (float)deltaTime, 0.0f, particle.LifeTime);
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var t = particle.LifeTimeRemaining / particle.LifeTime;
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particle.Velocity += _settings.Gravity * (float)deltaTime;
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particle.Position += particle.Velocity * (float)deltaTime;
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particle.Rotation += particle.AngularVelocity * (float)deltaTime;
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particle.Scale = MathUtils.Lerp(Settings.ScaleEnd, Settings.ScaleBegin, t);
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var color = MathUtils.LerpColor(Settings.ColorEnd, Settings.ColorBegin, t);
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particle.ColorArgb = color.Argb;
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particle.Velocity -= particle.Velocity * _settings.Damping * (float)deltaTime;
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_particles[i] = particle;
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}
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}
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private void Emit()
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{
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Particle particle = _particles[_particleIndex];
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if (!(particle.LifeTimeRemaining <= 0)) return;
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particle.Alive = true;
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particle.Position = GetEmitPosition();
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particle.Velocity = _settings.Direction * _settings.LinearVelocity;
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particle.Velocity += Vector2.One * _settings.LinearVelocityRandom * ((float)_random.NextDouble() - 0.5f);
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particle.AngularVelocity = _settings.AngularVelocity;
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particle.AngularVelocity += 1f * _settings.AngularVelocityRandom * ((float)_random.NextDouble() - 0.5f);
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particle.LifeTime = _settings.LifeTime;
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particle.LifeTimeRemaining = particle.LifeTime;
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_particles[_particleIndex] = particle;
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_particleIndex = --_particleIndex <= 0 ? _maxParticles - 1 : --_particleIndex;
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}
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private Vector2 GetEmitPosition()
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{
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// https://gamedev.stackexchange.com/questions/26713/calculate-random-points-pixel-within-a-circle-image
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var angle = _random.NextDouble() * Math.PI * 2;
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float radius = (float)Math.Sqrt(_random.NextDouble()) * _settings.EmitRadius;
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float x = radius * (float)Math.Cos(angle);
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float y = radius * (float)Math.Sin(angle);
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return new Vector2(x, y);
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}
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private LehmerRandom _random;
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private int _maxParticles;
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private int _particleIndex;
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private Vector2 _originPosition = Vector2.Zero;
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private ArraySegment<Particle> _particles;
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private ParticleEmitterSettings _settings;
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}
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public class ParticleSystem : IUpdatableSystem, IDisposable
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{
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/// <summary>
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/// Maximum amount of particles emittable by the system.
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/// </summary>
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public int ParticleLimit { get; set; } = 8192;
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public IReadOnlyList<ParticleEmitter> Emitters => _emitters;
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public ParticleSystem()
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{
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_particleIndex = ParticleLimit - 1;
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_particles = new Particle[ParticleLimit];
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}
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public void CreateEmitter(Vector2 originPosition, ParticleEmitterSettings settings)
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{
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if (_emitterSliceOffset + settings.MaxParticles >= ParticleLimit - 1)
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{
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_logger.Error("Cannot create an emitter! Reached particle limit.");
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return;
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}
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var particles = new ArraySegment<Particle>(_particles, _emitterSliceOffset, settings.MaxParticles);
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// foreach (var particle in particles)
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// {
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// particle.LifeTime = settings.LifeTime;
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// }
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for (int i = 0; i < particles.Count; i++)
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{
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var particle = particles[i];
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particle.LifeTime = settings.LifeTime;
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}
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var emitter = new ParticleEmitter(originPosition, settings, particles);
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_emitters.Add(emitter);
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_emitterSliceOffset += settings.MaxParticles;
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}
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public void Update(double deltaTime)
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{
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foreach (var emitter in _emitters)
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{
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emitter.Update(deltaTime);
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}
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}
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public void Dispose()
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{
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CleanupParticles();
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}
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private void CleanupParticles() => Array.Clear(_particles);
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private Particle[] _particles;
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private int _particleIndex;
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private int _emitterSliceOffset;
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private List<ParticleEmitter> _emitters = new();
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private Logger _logger = new(nameof(ParticleSystem));
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}
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