Files
MonoGame.Extended/Source/MonoGame.Extended.Particles/ParticleEmitter.cs
T
Dylan WilsonandGitHub 799b1edb06 Particles data driven (#388)
* yay, a start on data driven particles

* added data driven support for all particle profiles

* pretty much finished all of the particle serialization code

* resolved an inconsistency with the interpolators
2017-05-09 23:48:29 +10:00

156 lines
4.8 KiB
C#

using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Particles.Modifiers;
using MonoGame.Extended.Particles.Profiles;
using MonoGame.Extended.TextureAtlases;
namespace MonoGame.Extended.Particles
{
public unsafe class ParticleEmitter : Transform2D<ParticleEmitter>, IDisposable
{
private readonly FastRandom _random = new FastRandom();
private readonly float _term;
internal readonly ParticleBuffer Buffer;
private bool _autoTrigger;
private float _totalSeconds;
public ParticleEmitter(TextureRegion2D textureRegion, int capacity, TimeSpan term, Profile profile, bool autoTrigger = true)
{
if (profile == null)
throw new ArgumentNullException(nameof(profile));
_term = (float) term.TotalSeconds;
_autoTrigger = autoTrigger;
TextureRegion = textureRegion;
Buffer = new ParticleBuffer(capacity);
Offset = Vector2.Zero;
Profile = profile;
Modifiers = new IModifier[0];
ModifierExecutionStrategy = ParticleModifierExecutionStrategy.Serial;
Parameters = new ParticleReleaseParameters();
}
public int ActiveParticles => Buffer.Count;
public Vector2 Offset { get; set; }
public IModifier[] Modifiers { get; set; }
public ParticleModifierExecutionStrategy ModifierExecutionStrategy { get; set; }
public Profile Profile { get; }
public ParticleReleaseParameters Parameters { get; set; }
public TextureRegion2D TextureRegion { get; set; }
public void Dispose()
{
Buffer.Dispose();
GC.SuppressFinalize(this);
}
private void ReclaimExpiredParticles()
{
var iterator = Buffer.Iterator;
var expired = 0;
while (iterator.HasNext)
{
var particle = iterator.Next();
if (_totalSeconds - particle->Inception < _term)
break;
expired++;
}
if (expired != 0)
Buffer.Reclaim(expired);
}
public bool Update(float elapsedSeconds)
{
if (_autoTrigger)
{
Trigger();
_autoTrigger = false;
}
_totalSeconds += elapsedSeconds;
if (Buffer.Count == 0)
return false;
ReclaimExpiredParticles();
var iterator = Buffer.Iterator;
while (iterator.HasNext)
{
var particle = iterator.Next();
particle->Age = (_totalSeconds - particle->Inception)/_term;
particle->Position = particle->Position + particle->Velocity*elapsedSeconds;
}
ModifierExecutionStrategy.ExecuteModifiers(Modifiers, elapsedSeconds, iterator);
return true;
}
public void Trigger()
{
Trigger(Position);
}
public void Trigger(Vector2 position, float layerDepth = 0)
{
var numToRelease = _random.Next(Parameters.Quantity);
Release(position + Offset, numToRelease, layerDepth);
}
public void Trigger(LineSegment line)
{
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);
}
}
private void Release(Vector2 position, int numToRelease, float layerDepth = 0)
{
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);
var scale = _random.NextSingle(Parameters.Scale);
particle->Scale = new Vector2(scale, scale);
particle->Rotation = _random.NextSingle(Parameters.Rotation);
particle->Mass = _random.NextSingle(Parameters.Mass);
particle->LayerDepth = layerDepth;
}
}
~ParticleEmitter()
{
Dispose();
}
}
}