Files
Voile/Voile/Source/Systems/ParticleSystem.cs
2025-06-29 22:21:13 +02:00

314 lines
11 KiB
C#

using System.Numerics;
using Voile.Resources;
using Voile.Resources.DataReaders;
using Voile.VFS;
namespace Voile.Systems.Particles;
public struct Particle
{
public Particle()
{
}
public int EmitterIndex { get; set; }
public Color Color { get; set; }
public Vector2 Position { get; set; }
public float LifeTime { get; set; } = 1.0f;
public float Scale { get; set; }
public float Rotation { get; set; }
}
public class ParticleEmitterSettings
{
public bool Local { get; set; } = true;
public int MaxParticles { get; set; } = 16;
public float EmitRadius { get; set; }
public float LifeTime { get; set; } = 1.0f;
public float Explosiveness { get; set; }
public Vector2 Direction { get; set; } = -Vector2.UnitY;
public float LinearVelocity { get; set; } = 980.0f;
public float AngularVelocity { get; set; }
public float AngularVelocityRandom { get; set; } = 0.5f;
public float LinearVelocityRandom { get; set; } = 0.5f;
public Vector2 Gravity { get; set; } = Vector2.UnitY * 980f;
public float ScaleBegin { get; set; } = 1.0f;
public float ScaleEnd { get; set; } = 0.0f;
public Color ColorBegin { get; set; } = Color.White;
public Color ColorEnd { get; set; } = Color.Black;
public float LinearVelocityDamping { get; set; } = 1.0f;
public float AngularVelocityDamping { get; set; } = 0.1f;
}
public class ParticleEmitterSettingsResource : Resource
{
public ParticleEmitterSettings Settings { get; private set; }
public ParticleEmitterSettingsResource(string path, ParticleEmitterSettings settings) : base(path)
{
Settings = settings;
}
}
/// <summary>
/// Loads <see cref="ParticleEmitterSettingsResource"/> from a provided TOML data file.
/// </summary>
public class ParticleEmitterSettingsResourceLoader : ResourceLoader<ParticleEmitterSettingsResource>
{
public override IEnumerable<string> SupportedExtensions => new string[] {
".toml"
};
protected override ParticleEmitterSettingsResource LoadResource(string path)
{
var settings = new ParticleEmitterSettings();
var reader = new TomlDataReader();
reader.Read(VirtualFileSystem.Read(path));
settings.Local = reader.GetBool("Local", true);
settings.MaxParticles = reader.GetInt("MaxParticles");
settings.EmitRadius = reader.GetInt("EmitRadius");
settings.LifeTime = reader.GetFloat("LifeTime", 1.0f);
settings.Explosiveness = reader.GetFloat("Explosiveness");
settings.Direction = reader.GetVector2("Direction", Vector2.Zero);
settings.LinearVelocity = reader.GetFloat("LinearVelocity", 980f);
settings.AngularVelocity = reader.GetFloat("AngularVelocity");
settings.AngularVelocityRandom = reader.GetFloat("AngularVelocityRandom", 1.0f);
settings.LinearVelocityRandom = reader.GetFloat("LinearVelocityRandom", 1.0f);
settings.Gravity = reader.GetVector2("Gravity", Vector2.UnitY * 980f);
settings.ScaleBegin = reader.GetFloat("ScaleBegin");
settings.ScaleEnd = reader.GetFloat("ScaleEnd");
settings.ColorBegin = reader.GetColor("ColorBegin", Color.White);
settings.ColorEnd = reader.GetColor("ColorEnd", Color.Black);
settings.LinearVelocityDamping = reader.GetFloat("LinearVelocityDamping", 1.0f);
settings.AngularVelocityDamping = reader.GetFloat("AngularVelocityDamping", 1.0f);
return new ParticleEmitterSettingsResource(path, settings);
}
}
/// <summary>
/// Emits and simulates particles from a provided particle segment.
/// </summary>
public class ParticleEmitter : IUpdatableSystem
{
/// <summary>
/// Origin position in the world of this emitter.
/// </summary>
public Vector2 OriginPosition { get; set; }
/// <summary>
/// <see cref="ParticleEmitterSettings"/> for this emitter.
/// </summary>
public ParticleEmitterSettings Settings => _settingsResource.Value.Settings;
/// <summary>
/// Constructs a new <see cref="ParticleEmitter"/>.
/// </summary>
/// <param name="originPosition">World origin position.</param>
/// <param name="settingsResource">Emitter settings resource.</param>
/// <param name="particles">Particle segment that this emitter will simulate.</param>
public ParticleEmitter(Vector2 originPosition, ResourceRef<ParticleEmitterSettingsResource> settingsResource)
{
OriginPosition = originPosition;
_settingsResource = settingsResource;
_maxParticles = _settingsResource.Value.Settings.MaxParticles;
_positions = new Vector2[_maxParticles];
_velocities = new Vector2[_maxParticles];
_angularVelocities = new float[_maxParticles];
_lifetimes = new float[_maxParticles];
_rotations = new float[_maxParticles];
_random = new LehmerRandom();
}
public Particle GetParticle(int idx)
{
if (idx > _lifetimes.Length)
{
return new Particle();
}
var t = _lifetimes[idx] / Settings.LifeTime;
var scale = MathUtils.Lerp(Settings.ScaleEnd, Settings.ScaleBegin, t);
var color = MathUtils.LerpColor(Settings.ColorEnd, Settings.ColorBegin, t);
return new Particle()
{
Position = _positions[idx],
Scale = scale,
Color = color,
Rotation = _rotations[idx]
};
}
/// <summary>
/// Restart this emitter.
/// </summary>
/// <param name="particles">New particle segment.</param>
public void Restart()
{
_maxParticles = Settings.MaxParticles;
_positions = new Vector2[_maxParticles];
_velocities = new Vector2[_maxParticles];
_angularVelocities = new float[_maxParticles];
_lifetimes = new float[_maxParticles];
_rotations = new float[_maxParticles];
_particleIndex = 0;
}
/// <summary>
/// Updates this emitter's simulation.
/// </summary>
/// <param name="deltaTime"></param>
public void Update(double deltaTime)
{
var rate = (int)MathUtils.Lerp(1, _maxParticles, Settings.Explosiveness);
var deltaTimeVector = new Vector2((float)deltaTime);
var gravityVector = Settings.Gravity * (float)deltaTime;
var linearVelocityDampingFactor = Settings.LinearVelocityDamping * (float)deltaTime;
var angularVelocityDampingFactor = Settings.AngularVelocityDamping * (float)deltaTime;
for (int i = 0; i < _maxParticles; i++)
{
_lifetimes[i] = Math.Max(0.0f, _lifetimes[i] - (float)deltaTime);
_velocities[i] += gravityVector;
_positions[i] += _velocities[i] * deltaTimeVector;
_rotations[i] += _angularVelocities[i] * (float)deltaTime;
_velocities[i] -= _velocities[i] * linearVelocityDampingFactor;
_angularVelocities[i] -= _angularVelocities[i] * angularVelocityDampingFactor;
}
for (int i = 0; i < rate; i++)
{
Emit();
}
}
private void Emit()
{
if (_lifetimes[_particleIndex] > 0) return;
_positions[_particleIndex] = GetEmitPosition();
_velocities[_particleIndex] = Settings.Direction * Settings.LinearVelocity;
_velocities[_particleIndex] += Vector2.One * Settings.LinearVelocityRandom * ((float)_random.NextDouble() - 0.5f);
_angularVelocities[_particleIndex] = Settings.AngularVelocity * Settings.AngularVelocityRandom * ((float)_random.NextDouble() - 0.5f);
_lifetimes[_particleIndex] = Settings.LifeTime;
_particleIndex = (_particleIndex + 1) % _maxParticles;
}
private Vector2 GetEmitPosition()
{
var settings = _settingsResource.Value.Settings;
Vector2 originOffset = Settings.Local ? OriginPosition : Vector2.Zero;
// https://gamedev.stackexchange.com/questions/26713/calculate-random-points-pixel-within-a-circle-image
var angle = _random.NextDouble() * Math.PI * 2;
float radius = (float)Math.Sqrt(_random.NextDouble()) * settings.EmitRadius;
float x = radius * (float)Math.Cos(angle);
float y = radius * (float)Math.Sin(angle);
var point = new Vector2(x, y);
return point + originOffset;
}
private LehmerRandom _random;
private int _maxParticles;
private int _particleIndex;
private Vector2[] _positions, _velocities;
private float[] _lifetimes, _rotations, _angularVelocities;
private ResourceRef<ParticleEmitterSettingsResource> _settingsResource;
}
/// <summary>
/// CPU based particle simulator.
/// </summary>
public class ParticleSystem : IUpdatableSystem, IDisposable
{
/// <summary>
/// List of particle emitters created for this ParticleSystem.
/// </summary>
public IReadOnlyList<ParticleEmitter> Emitters => _emitters;
/// <summary>
/// Creates an emitter from a <see cref="ParticleEmitterSettingsResource"/>.
/// </summary>
/// <param name="originPosition"></param>
/// <param name="settingsResource"></param>
/// <returns></returns>
public int CreateEmitter(Vector2 originPosition, ResourceRef<ParticleEmitterSettingsResource> settingsResource)
{
var emitter = new ParticleEmitter(originPosition, settingsResource);
_emitters.Add(emitter);
return _emitters.Count - 1;
}
public void RemoveEmitter(int emitterIdx)
{
if (emitterIdx >= _emitters.Count)
{
throw new ArgumentException($"Emitter with idx {emitterIdx} is not present!");
}
// var emitter = _emitters[emitterIdx];
_emitters.RemoveAt(emitterIdx);
}
public void SetEmitterPosition(int emitterIdx, Vector2 position)
{
if (emitterIdx >= _emitters.Count)
{
throw new ArgumentException($"Emitter with idx {emitterIdx} is not present!");
}
var emitter = _emitters[emitterIdx];
emitter.OriginPosition = position;
}
/// <summary>
/// Restarts an emitter.
/// </summary>
/// <param name="id">Id of an emitter to restart.</param>
/// <exception cref="ArgumentException"></exception>
public void RestartEmitter(int id)
{
if (id > _emitters.Count - 1)
{
throw new ArgumentException($"Emitter with id {id} doesn't exist!");
}
var emitter = _emitters[id];
emitter.Restart();
}
/// <summary>
/// Updates this particle simulation. It is recommended to use a fixed timestep for the particle simulation for performance reasons.
/// </summary>
/// <param name="deltaTime"></param>
public void Update(double deltaTime)
{
foreach (var emitter in _emitters)
{
emitter.Update(deltaTime);
}
}
public void Dispose()
{
}
private List<ParticleEmitter> _emitters = new();
}