/ParticleGenerator.cpp Secret
Created
March 29, 2023 16:56
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#include "ParticleGenerator.h" | |
#include <random> | |
#include "Application.h" | |
#include <iostream> | |
ParticleGenerator::ParticleGenerator(Vector3D generatorPosition, Particle * particleBase, UINT particleCount) | |
{ | |
mTransform = new Transform(Vector3D(1.0f, 1.0f, 1.0f), Vector3D(), generatorPosition); | |
mBaseParticle = particleBase; | |
mGenerationLocation = generatorPosition; | |
mParticleMaxCount = particleCount; | |
srand(GetTickCount()); | |
UINT timeAlive = particleBase->GetTimeLeftAlive(); | |
for (int i = 0; i <= (((int)rand() % particleCount)); i++) | |
{ | |
mParticleVector.push_back(new Particle( | |
Vector3D(0.0f, 0.5f, 0.0f), | |
particleBase->GetParticleMass(), | |
particleBase->GetParticleAppearance(), | |
(rand() % ((int)particleBase->GetTimeLeftAlive()) | |
))); | |
mParticleVector.back()->GetTransform()->SetParent(mTransform); | |
srand(i * GetTickCount() * GetTickCount64()); | |
mParticleVector[i]->GetParticleModel()->ApplyForce | |
( | |
Vector3D(((rand() % 750) - 375), ((rand() % 500) + 250), ((rand() % 750) - 375)) | |
); | |
srand(0x1827831 * GetTickCount()); | |
} | |
mParticleCount = mParticleVector.size(); | |
} | |
ParticleGenerator::~ParticleGenerator() | |
{ | |
} | |
void ParticleGenerator::Update(float deltaTime) | |
{ | |
for (int i = 0; i < mParticleMaxCount; i++) | |
{ | |
if (i >= mParticleCount && i < mParticleMaxCount) | |
{ | |
mParticleVector.push_back(new Particle( | |
Vector3D(0.0f, 0.5f, 0.0f), | |
mBaseParticle->GetParticleMass(), | |
mBaseParticle->GetParticleAppearance(), | |
(rand() % ((int)mBaseParticle->GetTimeLeftAlive()) | |
))); | |
mParticleVector.back()->GetTransform()->SetParent(mTransform); | |
srand(i * GetTickCount() * GetTickCount64()); | |
mParticleVector.back()->GetParticleModel()->ApplyForce | |
( | |
Vector3D(((rand() % 750) - 375), ((rand() % 500) + 250), ((rand() % 750) - 375)) | |
); | |
mParticleCount = mParticleVector.size(); | |
} | |
else | |
{ | |
if (!mParticleVector[i]->GetIsAlive()) | |
{ | |
if (mParticleVector[i]) | |
{ | |
delete mParticleVector[i]; | |
mParticleVector[i] = nullptr; | |
} | |
if (i < mParticleCount) | |
{ | |
mParticleVector[i] = new Particle( | |
Vector3D(0.0f, 0.5f, 0.0f), | |
mBaseParticle->GetParticleMass(), | |
mBaseParticle->GetParticleAppearance(), | |
(rand() % ((int)mBaseParticle->GetTimeLeftAlive()) | |
)); | |
mParticleVector[i]->GetTransform()->SetParent(mTransform); | |
srand(i * GetTickCount() * GetTickCount64()); | |
mParticleVector[i]->GetParticleModel()->ApplyForce | |
( | |
Vector3D(((rand() % 750) - 375), ((rand() % 500) + 250), ((rand() % 750) - 375)) | |
); | |
} | |
} | |
} | |
} | |
for (int i = 0; i < mParticleVector.size(); i++) | |
{ | |
mParticleVector[i]->Update(deltaTime); | |
} | |
mTransform->Update(deltaTime); | |
for (int i = 0; i < mParticleCount; i++) | |
{ | |
if (mParticleVector[i]->GetTransform()->GetPosition().y <= 0) | |
{ | |
mParticleVector[i]->GetParticleModel()->SetVelocity( | |
Vector3D(mParticleVector[i]->GetParticleModel()->GetVelocity().x, -mParticleVector[i]->GetParticleModel()->GetVelocity().y, mParticleVector[i]->GetParticleModel()->GetVelocity().z) | |
); | |
} | |
} | |
} | |
void ParticleGenerator::Draw(ID3D11DeviceContext * pImmediateContext) | |
{ | |
for (int i = 0; i < mParticleVector.size(); i++) | |
{ | |
mParticleVector[i]->Draw(pImmediateContext); | |
} | |
} | |
void ParticleGenerator::Draw(ID3D11DeviceContext * pImmediateContext, ID3D11Buffer* constantBuffer, ConstantBuffer CB) | |
{ | |
for (int i = 0; i < mParticleVector.size(); i++) | |
{ | |
if (mParticleVector[i]->GetIsAlive()) | |
{ | |
// Get render material | |
Material material = mParticleVector[i]->GetParticleAppearance()->GetMaterial(); | |
// Copy material to shader | |
CB.surface.AmbientMtrl = material.mAmbient; | |
CB.surface.DiffuseMtrl = material.mDiffuse; | |
CB.surface.SpecularMtrl = material.mSpecular; | |
// Set world matrix | |
CB.World = XMMatrixTranspose(mParticleVector[i]->GetParticleModel()->GetTransform()->GetObjectMatrix()); | |
// Set texture | |
if (mParticleVector[i]->GetParticleAppearance()->HasTexture()) | |
{ | |
ID3D11ShaderResourceView * textureRV = mParticleVector[i]->GetParticleAppearance()->GetTextureRV(); | |
pImmediateContext->PSSetShaderResources(0, 1, &textureRV); | |
CB.HasTexture = 1.0f; | |
} | |
else | |
{ | |
CB.HasTexture = 0.0f; | |
} | |
// Set world matrix | |
CB.World = XMMatrixTranspose(mParticleVector[i]->GetTransform()->GetObjectMatrix()); | |
pImmediateContext->UpdateSubresource(constantBuffer, 0, nullptr, &CB, 0, 0); | |
mParticleVector[i]->Draw(pImmediateContext); | |
} | |
} | |
} |
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