Rewrote the particles to allow for more advanced particles.

+ Particles can now be detached from the object.
+ Each particle now has an own Lifetime, that can be controlled.
+ Particles can now appear in a continuous way.
This commit is contained in:
Michel Fedde 2021-05-11 21:44:45 +02:00
parent 651628401d
commit db7f01dca1
9 changed files with 171 additions and 109 deletions

View file

@ -1,24 +0,0 @@
#region usings
using SM.Base.Time;
#endregion
namespace SM.Base.Drawing.Particles
{
/// <summary>
/// A context, with that the particle system sends the information for the movement function.
/// </summary>
public struct ParticleContext
{
/// <summary>
/// The Timer of the particles
/// </summary>
public Timer Timer;
/// <summary>
/// The current speed of the particles.
/// </summary>
public float Speed;
}
}

View file

@ -18,6 +18,18 @@ namespace SM.Base.Drawing.Particles
where TTransform : GenericTransformation, new()
where TDirection : struct
{
private float? _continuesIntervalSeconds = null;
private Interval _continuesInterval;
/// <summary>
/// The stopwatch of the particles.
/// </summary>
protected Timer timer;
/// <summary>
/// This contains the different instances for the particles.
/// </summary>
protected List<ParticleInstance<TDirection>> instances;
/// <summary>
/// The amount of particles
@ -25,24 +37,38 @@ namespace SM.Base.Drawing.Particles
public int Amount = 32;
/// <summary>
/// This contains the different instances for the particles.
/// The base lifetime for particles in seconds.
/// </summary>
protected List<Instance> instances;
public float Lifetime;
/// <summary>
/// Ranomizes the lifetime for particles.
/// </summary>
public float LifetimeRandomize = 0;
/// <summary>
/// If set to any value (except null), it will create the particles continuously.
/// </summary>
public float? ContinuousInterval
{
get => _continuesIntervalSeconds;
set
{
if (value.HasValue)
{
_continuesInterval.Target = value.Value;
}
_continuesIntervalSeconds = value;
}
}
public bool DetachedParticles;
/// <summary>
/// The maximum speed of the particles
/// <para>Default: 25</para>
/// </summary>
public float MaxSpeed = 50;
/// <summary>
/// This contains all important information for each particle.
/// </summary>
protected ParticleStruct<TDirection>[] particleStructs;
/// <summary>
/// The stopwatch of the particles.
/// </summary>
protected Timer timer;
public float MaxSpeed = 25;
/// <summary>
/// Sets up the timer.
@ -51,6 +77,10 @@ namespace SM.Base.Drawing.Particles
protected ParticleDrawingBasis(TimeSpan duration)
{
timer = new Timer(duration);
_continuesInterval = new Interval(0);
_continuesInterval.End += CreateContinuesParticles;
Lifetime = (float) duration.TotalSeconds;
}
/// <summary>
@ -65,27 +95,29 @@ namespace SM.Base.Drawing.Particles
/// <summary>
/// Controls the movement of each particles.
/// </summary>
public abstract Func<TDirection, ParticleContext, TDirection> MovementCalculation { get; set; }
public abstract Func<ParticleInstance<TDirection>, TDirection> MovementCalculation { get; set; }
/// <inheritdoc />
public bool UpdateActive {
get => timer.Active;
get => timer.Active || _continuesInterval.Active;
set { return; }
}
/// <inheritdoc />
public void Update(UpdateContext context)
{
ParticleContext particleContext = new ParticleContext
{
Timer = timer
};
for (int i = 0; i < Amount; i++)
for (int i = 0; i < instances.Count; i++)
{
particleContext.Speed = particleStructs[i].Speed;
instances[i].ModelMatrix = CreateMatrix(particleStructs[i],
MovementCalculation(particleStructs[i].Direction, particleContext));
instances[i].Lifetime -= context.Deltatime;
if (instances[i].Lifetime <= 0)
{
instances.Remove(instances[i]);
break;
}
instances[i].ModelMatrix = CreateMatrix(instances[i],
MovementCalculation(instances[i]));
}
}
@ -94,19 +126,50 @@ namespace SM.Base.Drawing.Particles
/// </summary>
public void Trigger()
{
instances = new List<ParticleInstance<TDirection>>();
if (_continuesIntervalSeconds.HasValue)
{
_continuesInterval.Target = _continuesIntervalSeconds.Value;
_continuesInterval.Start();
return;
}
timer.Start();
CreateParticles();
}
/// <summary>
/// Stops the particles.
/// </summary>
public void Stop()
{
if (_continuesInterval.Active)
{
_continuesInterval.Stop();
}
timer.Stop();
}
public override void OnRemoved(object sender)
{
base.OnRemoved(sender);
Stop();
}
/// <inheritdoc />
protected override void DrawContext(ref DrawContext context)
{
if (!timer.Active) return;
if (!timer.Active && _continuesInterval != null && !_continuesInterval.Active) return;
base.DrawContext(ref context);
context.Instances = instances;
if (DetachedParticles) context.ModelMatrix = Matrix4.Identity;
context.Instances = instances.ConvertAll(a => (Instance)a);
context.Shader.Draw(context);
}
@ -116,24 +179,27 @@ namespace SM.Base.Drawing.Particles
/// </summary>
protected virtual void CreateParticles()
{
particleStructs = new ParticleStruct<TDirection>[Amount];
instances = new List<Instance>();
for (int i = 0; i < Amount; i++)
{
particleStructs[i] = CreateObject(i);
instances.Add(new Instance());
instances.Add(CreateObject(i));
}
}
private void CreateContinuesParticles(Timer arg1, UpdateContext arg2)
{
instances.Add(CreateObject(instances.Count));
}
/// <summary>
/// Creates a particle.
/// </summary>
protected abstract ParticleStruct<TDirection> CreateObject(int index);
protected abstract ParticleInstance<TDirection> CreateObject(int index);
/// <summary>
/// Generates the desired matrix for drawing.
/// </summary>
protected abstract Matrix4 CreateMatrix(ParticleStruct<TDirection> Struct, TDirection relativePosition);
protected abstract Matrix4 CreateMatrix(ParticleInstance<TDirection> Struct, TDirection relativePosition);
}
}

View file

@ -0,0 +1,38 @@
using OpenTK;
namespace SM.Base.Drawing.Particles
{
public class ParticleInstance : Instance
{
public float StartLifetime = 0;
/// <summary>
/// The lifetime this particular particle still has.
/// </summary>
public float Lifetime = 0;
/// <summary>
/// A additional matrix to store rotation and scale.
/// </summary>
public Matrix4 Matrix;
/// <summary>
/// Speeeeeeeeeed
/// </summary>
public float Speed;
}
public class ParticleInstance<TValue> : ParticleInstance
where TValue : struct
{
/// <summary>
/// A direction, that the particle should travel.
/// </summary>
public TValue Direction;
/// <summary>
/// The start position.
/// </summary>
public TValue StartPosition;
}
}

View file

@ -14,17 +14,17 @@ namespace SM.Base.Drawing.Particles
/// <summary>
/// Default movement for 2D.
/// </summary>
public static Vector2 Default2D(Vector2 direction, ParticleContext context)
public static Vector2 Default2D(ParticleInstance<Vector2> particle)
{
return direction * (context.Timer.Elapsed * context.Speed);
return particle.Direction * ((particle.StartLifetime - particle.Lifetime) * particle.Speed);
}
/// <summary>
/// Default movement for 3D.
/// </summary>
public static Vector3 Default3D(Vector3 direction, ParticleContext context)
public static Vector3 Default3D(ParticleInstance<Vector3> particle)
{
return direction * (context.Timer.Elapsed * context.Speed);
return particle.Direction * ((particle.StartLifetime - particle.Lifetime) * particle.Speed);
}
}
}

View file

@ -1,30 +0,0 @@
#region usings
using OpenTK;
#endregion
namespace SM.Base.Drawing.Particles
{
/// <summary>
/// A particle...
/// </summary>
public struct ParticleStruct<TDirection>
where TDirection : struct
{
/// <summary>
/// A direction, that the particle should travel.
/// </summary>
public TDirection Direction;
/// <summary>
/// A matrix to store rotation and scale.
/// </summary>
public Matrix4 Matrix;
/// <summary>
/// Speeeeeeeeeed
/// </summary>
public float Speed;
}
}

View file

@ -62,6 +62,7 @@
<Compile Include="Drawing\DrawingBasis.cs" />
<Compile Include="Drawing\GenericTransformation.cs" />
<Compile Include="Drawing\Instance.cs" />
<Compile Include="Drawing\Particles\ParticleInstance.cs" />
<Compile Include="Drawing\ShaderArguments.cs" />
<Compile Include="Drawing\TextureTransformation.cs" />
<Compile Include="Drawing\Text\Font.cs" />
@ -69,9 +70,7 @@
<Compile Include="Scene\ICollectionItem.cs" />
<Compile Include="Scene\IFixedScriptable.cs" />
<Compile Include="Shaders\MaterialShader.cs" />
<Compile Include="Drawing\Particles\ParticleContext.cs" />
<Compile Include="Drawing\Particles\ParticleMovement.cs" />
<Compile Include="Drawing\Particles\ParticleStruct.cs" />
<Compile Include="Drawing\Particles\ParticleDrawingBasis.cs" />
<Compile Include="Shaders\SimpleShader.cs" />
<Compile Include="Types\CVector4.cs" />

View file

@ -33,7 +33,7 @@ namespace SM.Base.Time
/// <summary>
/// The target time in seconds.
/// </summary>
public float Target { get; }
public float Target { get; set; }
/// <summary>
/// The already elapsed time but normalized to the target.

View file

@ -12,7 +12,7 @@ namespace SM2D.Drawing
public class DrawParticles : ParticleDrawingBasis<Transformation, Vector2>
{
/// <inheritdoc />
public override Func<Vector2, ParticleContext, Vector2> MovementCalculation { get; set; } = ParticleMovement.Default2D;
public override Func<ParticleInstance<Vector2>, Vector2> MovementCalculation { get; set; } = ParticleMovement.Default2D;
/// <summary>
/// The direction the particles should travel.
@ -30,7 +30,7 @@ namespace SM2D.Drawing
}
/// <inheritdoc />
protected override ParticleStruct<Vector2> CreateObject(int index)
protected override ParticleInstance<Vector2> CreateObject(int index)
{
Vector2 dir;
if (Direction.HasValue)
@ -42,18 +42,27 @@ namespace SM2D.Drawing
}
else dir = new Vector2(Randomize.GetFloat(-1, 1), Randomize.GetFloat(-1, 1));
return new ParticleStruct<Vector2>()
var particle = new ParticleInstance<Vector2>()
{
Matrix = Matrix4.CreateScale(1),
Matrix = DetachedParticles ? Transform.GetMatrix() : Matrix4.CreateScale(1),
Direction = dir,
Speed = Randomize.GetFloat(MaxSpeed)
StartPosition = Transform.Position,
Speed = Randomize.GetFloat(MaxSpeed),
StartLifetime = Lifetime - Randomize.GetFloat(LifetimeRandomize)
};
particle.Lifetime = particle.StartLifetime;
return particle;
}
/// <inheritdoc />
protected override Matrix4 CreateMatrix(ParticleStruct<Vector2> Struct, Vector2 direction)
protected override Matrix4 CreateMatrix(ParticleInstance<Vector2> Struct, Vector2 direction)
{
return Struct.Matrix * Matrix4.CreateTranslation(direction.X, direction.Y, 0);
Vector2 pos = direction;
return Struct.Matrix * Matrix4.CreateTranslation(pos.X, pos.Y, 0);
}
}
}

View file

@ -12,6 +12,7 @@ using SM.Base.Drawing;
using SM.Base.Time;
using SM.Base.Window;
using SM2D;
using SM2D.Controls;
using SM2D.Drawing;
using SM2D.Object;
using SM2D.Scene;
@ -48,16 +49,17 @@ namespace SM_TEST
};
DrawObject2D test = new DrawObject2D()
particles = new DrawParticles(TimeSpan.FromSeconds(1))
{
Texture = new Bitmap("test.png")
};
test.Material.Blending = true;
test.Transform.Size.Set(100);
test.TextureTransform.SetRectangleRelative(test.Texture, new Vector2(234, 0), new Vector2(220, 201));
test.Transform.AdjustSizeToTextureTransform(test.TextureTransform);
Lifetime = 1f,
ContinuousInterval = .5f,
scene.Objects.Add(test);
Direction = -Vector2.UnitY,
DetachedParticles = true
};
particles.Transform.Size.Set(50);
scene.Objects.Add(particles);
window.UpdateFrame += WindowOnUpdateFrame;
window.RenderFrame += Window_RenderFrame;
@ -74,9 +76,11 @@ namespace SM_TEST
private static void WindowOnUpdateFrame(object sender, FrameEventArgs e)
{
if (Mouse.LeftClick)
interpolation.Stop();
particles.Trigger();
if (Mouse.RightClick)
interpolation.Stop(false);
particles.ContinuousInterval = .05f;
particles.Transform.Position.Set(Mouse2D.InWorld(scene.Camera));
}
}
}