Files
NazaraEngine/src/Nazara/Graphics/ParticleEmitter.cpp
Lynix df8da275c4 Switch from Nz prefix to namespace Nz
What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
2015-09-25 19:20:05 +02:00

95 lines
2.7 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ParticleEmitter.hpp>
#include <Nazara/Core/CallOnExit.hpp>
#include <Nazara/Core/ErrorFlags.hpp>
#include <Nazara/Core/StringStream.hpp>
#include <Nazara/Graphics/ParticleMapper.hpp>
#include <Nazara/Graphics/ParticleSystem.hpp>
#include <cstdlib>
#include <memory>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ParticleEmitter::ParticleEmitter() :
m_lagCompensationEnabled(false),
m_emissionAccumulator(0.f),
m_emissionRate(0.f),
m_emissionCount(1)
{
}
ParticleEmitter::~ParticleEmitter() = default;
void ParticleEmitter::Emit(ParticleSystem& system, float elapsedTime) const
{
if (m_emissionRate > 0.f)
{
// On accumule la partie réelle (pour éviter qu'un taux d'update élevé empêche des particules de se former)
m_emissionAccumulator += elapsedTime*m_emissionRate;
float emissionCount = std::floor(m_emissionAccumulator); // Le nombre d'émissions de cette mise à jour
m_emissionAccumulator -= emissionCount; // On enlève la partie entière
if (emissionCount >= 1.f)
{
// On calcule le nombre maximum de particules pouvant être émises cette fois-ci
unsigned int emissionCountInt = static_cast<unsigned int>(emissionCount);
unsigned int maxParticleCount = emissionCountInt*m_emissionCount;
// On récupère le nombre de particules qu'il est possible de créer selon l'espace libre
unsigned int particleCount = std::min(maxParticleCount, system.GetMaxParticleCount() - system.GetParticleCount());
if (particleCount == 0)
return;
// Et on émet nos particules
void* particles = system.GenerateParticles(particleCount);
ParticleMapper mapper(particles, system.GetDeclaration());
SetupParticles(mapper, particleCount);
if (m_lagCompensationEnabled)
{
// On va maintenant appliquer les contrôleurs
float invEmissionRate = 1.f/m_emissionRate;
for (unsigned int i = 1; i <= emissionCountInt; ++i)
system.ApplyControllers(mapper, std::min(m_emissionCount*i, particleCount), invEmissionRate);
}
}
}
}
void ParticleEmitter::EnableLagCompensation(bool enable)
{
m_lagCompensationEnabled = enable;
}
unsigned int ParticleEmitter::GetEmissionCount() const
{
return m_emissionCount;
}
float ParticleEmitter::GetEmissionRate() const
{
return m_emissionRate;
}
bool ParticleEmitter::IsLagCompensationEnabled() const
{
return m_lagCompensationEnabled;
}
void ParticleEmitter::SetEmissionCount(unsigned int count)
{
m_emissionCount = count;
}
void ParticleEmitter::SetEmissionRate(float rate)
{
m_emissionRate = rate;
}
}