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