Files
MonoGame.Extended/source/MonoGame.Extended.Particles/ParticleEmitter.cs
T
Christopher Whitley 8850875fb4 Texture Atlas Refactor (#890)
* Moved `TextureRegion2D` and `NinePatchRegion2D` into Graphics namespace
These are used for more than just texture atlas related things and are primarly for working with `Texture2D` instances and creating sub textures from them.  Moving them to Graphics namespace where `Texture2D` lives in MonoGame

* Dropped the `2D` suffix from `TextureRegion2D` and `NinePatchRegion2D`

* Moved `RectanglExtensions` to project root
This moves the extensions for `Rectangle` to the same relative namespace location as `Rectangle` is in MonoGame.

* Renamed to `Rectangle.Extensions.cs`

* Separate `Rectangle` from `RectangleF` extensions

* Added `GetRelativeRectangle` method

* Updated documentation

* Added `GetRelativeRectangle` method

* Updated documentation

* Top-level namespace

* Remove whitespace

* Move properties up

* Top-level namespace

* Don't recreate structs for `Bounds` and Size`
By having the property return a new struct, this allocates on the stack during situations like a loop during draw.

* Size should be `Size` not `SizeF` value
Textures deal in pixels (ints not floats)

* Removed setter for `Texture` property
Texture should not be set after region is created

* Added UV properties

* Refactor constructors

* Added documentation

* Added license header

* Make it an actual extension method

* Added `GetSubRegion` extension methods for `TextureRegion`

* Update documentation about ObjectDisposedException

* Move const values to top

* Resolve errors from`TextureRegion` refactor

* Update unit tests for TextureRegion refactor

* Started NinePatch rework

* Refactored NinePatch

* Update for texture region constructor change

* Remove ninepatch from atlas

* Moved `TextureAtlasExtensions` into `SpriteBatch.Extensions`
These are extension methods for the sprite batch

* Updated to use new `DrawTextureRegion` method after rename

* Renamed to NinePatchJsonConverter

* Removed `GetRegion<T>`
TextureAtlas no longer contains nine patch regions, so this method isn't needed

* Update after `NinePatchRegion2DJsonConverter` name change

* Resolve errors from NinePatch refactor

* TextureAtlas rework

* Renamed `TextureRegion` to `Texture2DRegion`

* Moved ContentReaders to new Content\ContentReaders directory

* Moved TextureAtlasJsonConvert to Serialization directory

* Adjusted name from `Texture*` to `Texture2D*`

* Update runtimereader and runtimettype strings
2024-06-15 01:37:18 -04:00

259 lines
7.6 KiB
C#

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Text.Json.Serialization;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Graphics;
using MonoGame.Extended.Particles.Modifiers;
using MonoGame.Extended.Particles.Profiles;
namespace MonoGame.Extended.Particles
{
public unsafe class ParticleEmitter : IDisposable
{
private readonly FastRandom _random = new FastRandom(Math.Abs(Guid.NewGuid().GetHashCode()));
private float _totalSeconds;
[JsonConstructor]
public ParticleEmitter(string name, Texture2DRegion textureRegion, int capacity, TimeSpan lifeSpan, Profile profile)
{
if (profile == null)
throw new ArgumentNullException(nameof(profile));
_lifeSpanSeconds = (float)lifeSpan.TotalSeconds;
Name = name;
TextureRegion = textureRegion;
Buffer = new ParticleBuffer(capacity);
Offset = Vector2.Zero;
Profile = profile;
Modifiers = new List<Modifier>();
ModifierExecutionStrategy = ParticleModifierExecutionStrategy.Serial;
Parameters = new ParticleReleaseParameters();
}
public ParticleEmitter(Texture2DRegion textureRegion, int capacity, TimeSpan lifeSpan, Profile profile)
: this(null, textureRegion, capacity, lifeSpan, profile)
{
}
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
protected virtual void Dispose(bool disposing)
{
if(IsDisposed)
{
return;
}
Buffer.Dispose();
Buffer = null;
IsDisposed = true;
}
~ParticleEmitter()
{
Dispose(false);
}
public string Name { get; set; }
public int ActiveParticles => Buffer.Count;
public Vector2 Offset { get; set; }
public List<Modifier> Modifiers { get; }
public Profile Profile { get; set; }
public float LayerDepth { get; set; }
public ParticleReleaseParameters Parameters { get; set; }
public Texture2DRegion TextureRegion { get; set; }
/// <summary>
/// Gets a value that indicates whether this instance of the <see cref="ParticleEmitter"/> class has been
/// disposed.
/// </summary>
public bool IsDisposed { get; private set;}
[EditorBrowsable(EditorBrowsableState.Never)]
public ParticleModifierExecutionStrategy ModifierExecutionStrategy { get; set; }
internal ParticleBuffer Buffer;
public int Capacity
{
get
{
ThrowIfDisposed();
return Buffer.Size;
}
set
{
ThrowIfDisposed();
var oldBuffer = Buffer;
oldBuffer.Dispose();
Buffer = new ParticleBuffer(value);
}
}
private float _lifeSpanSeconds;
public TimeSpan LifeSpan
{
get { return TimeSpan.FromSeconds(_lifeSpanSeconds); }
set { _lifeSpanSeconds = (float) value.TotalSeconds; }
}
private float _nextAutoTrigger;
private bool _autoTrigger = true;
public bool AutoTrigger
{
get { return _autoTrigger; }
set
{
_autoTrigger = value;
_nextAutoTrigger = 0;
}
}
private float _autoTriggerFrequency;
public float AutoTriggerFrequency
{
get { return _autoTriggerFrequency; }
set
{
_autoTriggerFrequency = value;
_nextAutoTrigger = 0;
}
}
private void ReclaimExpiredParticles()
{
var iterator = Buffer.Iterator;
var expired = 0;
while (iterator.HasNext)
{
var particle = iterator.Next();
if (_totalSeconds - particle->Inception < _lifeSpanSeconds)
break;
expired++;
}
if (expired != 0)
Buffer.Reclaim(expired);
}
public bool Update(float elapsedSeconds, Vector2 position = default(Vector2))
{
ThrowIfDisposed();
_totalSeconds += elapsedSeconds;
if (_autoTrigger)
{
_nextAutoTrigger -= elapsedSeconds;
if (_nextAutoTrigger <= 0)
{
Trigger(position, this.LayerDepth);
_nextAutoTrigger = _autoTriggerFrequency;
}
}
if (Buffer.Count == 0)
return false;
ReclaimExpiredParticles();
var iterator = Buffer.Iterator;
while (iterator.HasNext)
{
var particle = iterator.Next();
particle->Age = (_totalSeconds - particle->Inception) / _lifeSpanSeconds;
particle->Position = particle->Position + particle->Velocity * elapsedSeconds;
}
ModifierExecutionStrategy.ExecuteModifiers(Modifiers, elapsedSeconds, iterator);
return true;
}
public void Trigger(Vector2 position, float layerDepth = 0)
{
var numToRelease = _random.Next(Parameters.Quantity);
Release(position + Offset, numToRelease, layerDepth);
}
public void Trigger(LineSegment line, float layerDepth = 0)
{
var numToRelease = _random.Next(Parameters.Quantity);
var lineVector = line.ToVector();
for (var i = 0; i < numToRelease; i++)
{
var offset = lineVector * _random.NextSingle();
Release(line.Origin + offset, 1, layerDepth);
}
}
private void Release(Vector2 position, int numToRelease, float layerDepth)
{
ThrowIfDisposed();
var iterator = Buffer.Release(numToRelease);
while (iterator.HasNext)
{
var particle = iterator.Next();
Vector2 heading;
Profile.GetOffsetAndHeading(out particle->Position, out heading);
particle->Age = 0f;
particle->Inception = _totalSeconds;
particle->Position += position;
particle->TriggerPos = position;
var speed = _random.NextSingle(Parameters.Speed);
particle->Velocity = heading * speed;
_random.NextColor(out particle->Color, Parameters.Color);
particle->Opacity = _random.NextSingle(Parameters.Opacity);
if(Parameters.MaintainAspectRatioOnScale)
{
var scale = _random.NextSingle(Parameters.Scale);
particle->Scale = new Vector2(scale, scale);
}
else
{
particle->Scale = new Vector2(_random.NextSingle(Parameters.ScaleX), _random.NextSingle(Parameters.ScaleY));
}
particle->Rotation = _random.NextSingle(Parameters.Rotation);
particle->Mass = _random.NextSingle(Parameters.Mass);
particle->LayerDepth = layerDepth;
}
}
private void ThrowIfDisposed()
{
if(IsDisposed)
{
throw new ObjectDisposedException(nameof(ParticleBuffer));
}
}
public override string ToString()
{
return Name;
}
}
}