#region usings
using System;
using System.Collections.Generic;
using OpenTK;
using SM.Base.Scene;
using SM.Base.Time;
using SM.Base.Window;
#endregion
namespace SM.Base.Drawing.Particles
{
///
/// The (drawing) basis for particles
///
public abstract class ParticleDrawingBasis : DrawingBasis, IScriptable
where TTransform : GenericTransformation, new()
where TDirection : struct
{
private float? _continuesIntervalSeconds = null;
private Interval _continuesInterval;
///
/// The stopwatch of the particles.
///
protected Timer timer;
///
/// This contains the different instances for the particles.
///
protected List> instances;
///
/// The amount of particles
///
public int Amount = 32;
///
/// The base lifetime for particles in seconds.
///
public float Lifetime;
///
/// Ranomizes the lifetime for particles.
///
public float LifetimeRandomize = 0;
///
/// If set to any value (except null), it will create the particles continuously.
///
public float? ContinuousInterval
{
get => _continuesIntervalSeconds;
set
{
if (value.HasValue)
{
_continuesInterval.Target = value.Value;
}
_continuesIntervalSeconds = value;
}
}
public bool DetachedParticles;
///
/// The maximum speed of the particles
/// Default: 25
///
public float MaxSpeed = 25;
///
/// Sets up the timer.
///
/// Duration how long the particles should live
protected ParticleDrawingBasis(TimeSpan duration)
{
timer = new Timer(duration);
_continuesInterval = new Interval(0);
_continuesInterval.End += CreateContinuesParticles;
Lifetime = (float) duration.TotalSeconds;
}
///
/// Get/Sets the state of pausing.
///
public bool Paused
{
get => timer.Paused;
set => timer.Paused = value;
}
///
/// Controls the movement of each particles.
///
public abstract Func, TDirection> MovementCalculation { get; set; }
///
public bool UpdateActive {
get => timer.Active || _continuesInterval.Active;
set { return; }
}
///
public void Update(UpdateContext context)
{
for (int i = 0; i < instances.Count; i++)
{
instances[i].Lifetime -= context.Deltatime;
if (instances[i].Lifetime <= 0)
{
instances.Remove(instances[i]);
break;
}
instances[i].ModelMatrix = CreateMatrix(instances[i],
MovementCalculation(instances[i]));
}
}
///
/// Triggers the particles.
///
public void Trigger()
{
instances = new List>();
if (_continuesIntervalSeconds.HasValue)
{
_continuesInterval.Target = _continuesIntervalSeconds.Value;
_continuesInterval.Start();
return;
}
timer.Start();
CreateParticles();
}
///
/// Stops the particles.
///
public void Stop()
{
if (_continuesInterval.Active)
{
_continuesInterval.Stop();
}
timer.Stop();
}
public override void OnRemoved(object sender)
{
base.OnRemoved(sender);
Stop();
}
///
protected override void DrawContext(ref DrawContext context)
{
if (!timer.Active && _continuesInterval != null && !_continuesInterval.Active) return;
base.DrawContext(ref context);
if (DetachedParticles) context.ModelMatrix = Matrix4.Identity;
context.Instances = instances.ConvertAll(a => (Instance)a);
context.Shader.Draw(context);
}
///
/// Creates the particles.
///
protected virtual void CreateParticles()
{
for (int i = 0; i < Amount; i++)
{
instances.Add(CreateObject(i));
}
}
private void CreateContinuesParticles(Timer arg1, UpdateContext arg2)
{
instances.Add(CreateObject(instances.Count));
}
///
/// Creates a particle.
///
protected abstract ParticleInstance CreateObject(int index);
///
/// Generates the desired matrix for drawing.
///
protected abstract Matrix4 CreateMatrix(ParticleInstance Struct, TDirection relativePosition);
}
}