add particles collision detection

This commit is contained in:
MihailRis
2024-11-03 01:59:41 +03:00
parent 1974298c82
commit b944f257f7
7 changed files with 58 additions and 22 deletions
+23 -9
View File
@@ -6,22 +6,38 @@
#include "graphics/core/Texture.hpp"
#include "graphics/render/MainBatch.hpp"
#include "window/Camera.hpp"
#include "world/Level.hpp"
#include "voxels/Chunks.hpp"
size_t ParticlesRenderer::visibleParticles = 0;
size_t ParticlesRenderer::aliveEmitters = 0;
ParticlesRenderer::ParticlesRenderer(const Assets& assets)
: batch(std::make_unique<MainBatch>(1024)) {
ParticlesRenderer::ParticlesRenderer(const Assets& assets, const Level& level)
: batch(std::make_unique<MainBatch>(1024)), level(level) {
auto region = util::get_texture_region(assets, "blocks:grass_side", "");
Emitter emitter(glm::vec3(0, 100, 0), Particle {
auto region = util::get_texture_region(assets, "blocks:bazalt", "");
emitters.push_back(std::make_unique<Emitter>(glm::vec3(0, 100, 0), Particle {
nullptr, glm::vec3(), glm::vec3(), 5.0f, region.region
},region.texture, 0.001f, 1000);
emitters.push_back(std::make_unique<Emitter>(emitter));
},region.texture, 0.002f, -1));
}
ParticlesRenderer::~ParticlesRenderer() = default;
static inline void update_particle(
Particle& particle, float delta, const Chunks& chunks
) {
const auto& behave = particle.emitter->behaviour;
auto& pos = particle.position;
auto& vel = particle.velocity;
vel += delta * behave.gravity;
if (behave.collision && chunks.isObstacleAt(pos + vel * delta)) {
vel *= 0.0f;
}
pos += vel * delta;
particle.lifetime -= delta;
}
void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
const auto& right = camera.right;
const auto& up = camera.up;
@@ -41,7 +57,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
while (iter != vec.end()) {
auto& particle = *iter;
particle.position += particle.velocity * delta;
update_particle(particle, delta, *level.chunks);
batch->quad(
particle.position,
@@ -52,8 +68,6 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
glm::vec3(1.0f),
particle.region
);
particle.lifetime -= delta;
if (particle.lifetime <= 0.0f) {
iter = vec.erase(iter);
} else {