add 'min_angular_vel', 'max_angular_vel' properties

This commit is contained in:
MihailRis
2024-12-23 16:48:07 +03:00
parent 6ac088f7b9
commit 7f95306c65
5 changed files with 17 additions and 0 deletions
+5
View File
@@ -88,6 +88,11 @@ void Emitter::update(
particle.angle =
random.randFloat() * preset.angleSpread * glm::pi<float>() * 2;
}
particle.angularVelocity =
(preset.minAngularVelocity +
random.randFloat() *
(preset.maxAngularVelocity - preset.minAngularVelocity)) *
((random.rand() % 2) * 2 - 1);
glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
spawnOffset *= preset.spawnSpread;
+2
View File
@@ -29,6 +29,8 @@ struct Particle {
UVRegion region;
/// @brief Current rotation angle
float angle;
/// @brief Angular velocity
float angularVelocity;
};
class Texture;
@@ -31,12 +31,14 @@ static inline void update_particle(
const auto& preset = particle.emitter->preset;
auto& pos = particle.position;
auto& vel = particle.velocity;
auto& angle = particle.angle;
vel += delta * preset.acceleration;
if (preset.collision && chunks.isObstacleAt(pos + vel * delta)) {
vel *= 0.0f;
}
pos += vel * delta;
angle += particle.angularVelocity * delta;
particle.lifetime -= delta;
}