Merge branch 'main' into headless-mode
This commit is contained in:
@@ -104,9 +104,8 @@ void Decorator::update(
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void Decorator::update(float delta, const Camera& camera) {
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glm::ivec3 pos = camera.position;
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pos -= glm::ivec3(UPDATE_AREA_DIAMETER / 2);
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for (int i = 0; i < ITERATIONS; i++) {
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update(delta, pos, camera.position);
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update(delta, pos - glm::ivec3(UPDATE_AREA_DIAMETER / 2), pos);
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}
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const auto& chunks = *player.chunks;
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const auto& indices = *level.content->getIndices();
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@@ -19,12 +19,13 @@ Emitter::Emitter(
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)
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: level(level),
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origin(std::move(origin)),
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prototype({this, 0, glm::vec3(), preset.velocity, preset.lifetime, region}),
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prototype({this, 0, {}, preset.velocity, preset.lifetime, region}),
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texture(texture),
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count(count),
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preset(std::move(preset)) {
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random.setSeed(reinterpret_cast<ptrdiff_t>(this));
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this->prototype.emitter = this;
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timer = preset.spawnInterval;
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timer = preset.spawnInterval * random.randFloat();
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}
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const Texture* Emitter::getTexture() const {
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@@ -76,6 +77,10 @@ void Emitter::update(
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count = std::max(0, count - skipped);
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timer -= skipped * spawnInterval;
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}
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if (count < 0) {
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int skipped = timer / spawnInterval;
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timer -= skipped * spawnInterval;
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}
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return;
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}
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while (count && timer > spawnInterval) {
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@@ -83,6 +88,15 @@ void Emitter::update(
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Particle particle = prototype;
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particle.emitter = this;
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particle.random = random.rand32();
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if (glm::abs(preset.angleSpread) >= 0.005f) {
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particle.angle =
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random.randFloat() * preset.angleSpread * glm::pi<float>() * 2;
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}
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particle.angularVelocity =
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(preset.minAngularVelocity +
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random.randFloat() *
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(preset.maxAngularVelocity - preset.minAngularVelocity)) *
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((random.rand() % 2) * 2 - 1);
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glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
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spawnOffset *= preset.spawnSpread;
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@@ -103,6 +117,7 @@ void Emitter::update(
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if (count > 0) {
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count--;
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}
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refCount++;
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}
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}
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@@ -114,6 +129,10 @@ bool Emitter::isDead() const {
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return count == 0;
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}
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bool Emitter::isReferred() const {
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return refCount > 0;
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}
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const EmitterOrigin& Emitter::getOrigin() const {
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return origin;
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}
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@@ -27,6 +27,10 @@ struct Particle {
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float lifetime;
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/// @brief UV region
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UVRegion region;
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/// @brief Current rotation angle
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float angle;
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/// @brief Angular velocity
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float angularVelocity;
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};
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class Texture;
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@@ -39,7 +43,7 @@ class Emitter {
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EmitterOrigin origin;
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/// @brief Particle prototype
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Particle prototype;
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/// @brief Particle
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/// @brief Particle texture
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const Texture* texture;
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/// @brief Number of particles should be spawned before emitter deactivation.
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/// -1 is infinite.
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@@ -50,6 +54,9 @@ class Emitter {
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util::PseudoRandom random;
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public:
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/// @brief Number of references (alive particles)
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int refCount = 0;
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/// @brief Particle settings
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ParticlesPreset preset;
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Emitter(
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@@ -82,6 +89,9 @@ public:
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/// @return true if the emitter has spawned all particles
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bool isDead() const;
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/// @return true if there is at least one alive referring particle left
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bool isReferred() const;
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const EmitterOrigin& getOrigin() const;
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void setOrigin(const EmitterOrigin& origin);
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@@ -36,12 +36,14 @@ static inline void update_particle(
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const auto& preset = particle.emitter->preset;
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auto& pos = particle.position;
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auto& vel = particle.velocity;
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auto& angle = particle.angle;
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vel += delta * preset.acceleration;
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if (preset.collision && chunks.isObstacleAt(pos + vel * delta)) {
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vel *= 0.0f;
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}
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pos += vel * delta;
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angle += particle.angularVelocity * delta;
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particle.lifetime -= delta;
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}
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@@ -65,7 +67,8 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
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auto iter = vec.begin();
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while (iter != vec.end()) {
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auto& particle = *iter;
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auto& preset = particle.emitter->preset;
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auto& emitter = *particle.emitter;
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auto& preset = emitter.preset;
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if (!preset.frames.empty()) {
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float time = preset.lifetime - particle.lifetime;
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@@ -86,19 +89,52 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
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}
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update_particle(particle, delta, chunks);
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float scale = 1.0f + ((particle.random ^ 2628172) % 1000) *
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0.001f * preset.sizeSpread;
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glm::vec4 light(1, 1, 1, 0);
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if (preset.lighting) {
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light = MainBatch::sampleLight(
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particle.position, chunks, backlight
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particle.position,
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chunks,
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backlight
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);
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auto size = glm::max(glm::vec3(0.5f), preset.size * scale);
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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light = glm::max(
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light,
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MainBatch::sampleLight(
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particle.position -
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size * glm::vec3(x, y, z),
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chunks,
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backlight
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)
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);
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}
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}
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}
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light *= 0.9f + (particle.random % 100) * 0.001f;
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}
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float scale = 1.0f + ((particle.random ^ 2628172) % 1000) *
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0.001f * preset.sizeSpread;
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glm::vec3 localRight = right;
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glm::vec3 localUp = preset.globalUpVector ? glm::vec3(0, 1, 0) : up;
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float angle = particle.angle;
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if (glm::abs(angle) >= 0.005f) {
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glm::vec3 rotatedRight(glm::cos(angle), -glm::sin(angle), 0.0f);
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glm::vec3 rotatedUp(glm::sin(angle), glm::cos(angle), 0.0f);
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localRight = right * rotatedRight.x + localUp * rotatedRight.y +
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camera.front * rotatedRight.z;
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localUp = right * rotatedUp.x + localUp * rotatedUp.y +
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camera.front * rotatedUp.z;
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}
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batch->quad(
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particle.position,
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right,
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preset.globalUpVector ? glm::vec3(0, 1, 0) : up,
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localRight,
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localUp,
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preset.size * scale,
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light,
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glm::vec3(1.0f),
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@@ -106,6 +142,7 @@ void ParticlesRenderer::renderParticles(const Camera& camera, float delta) {
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);
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if (particle.lifetime <= 0.0f) {
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iter = vec.erase(iter);
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emitter.refCount--;
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} else {
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iter++;
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}
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@@ -128,19 +165,15 @@ void ParticlesRenderer::render(const Camera& camera, float delta) {
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auto iter = emitters.begin();
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while (iter != emitters.end()) {
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auto& emitter = *iter->second;
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if (emitter.isDead() && !emitter.isReferred()) {
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// destruct Emitter only when there is no particles spawned by it
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iter = emitters.erase(iter);
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continue;
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}
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auto texture = emitter.getTexture();
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const auto& found = particles.find(texture);
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std::vector<Particle>* vec;
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if (found == particles.end()) {
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if (emitter.isDead()) {
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// destruct Emitter only when there is no particles spawned by it
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iter = emitters.erase(iter);
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continue;
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}
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vec = &particles[texture];
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} else {
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vec = &found->second;
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}
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vec = &particles[texture];
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emitter.update(delta, camera.position, *vec);
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iter++;
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}
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