#ifndef _PARTICLE_H #define _PARTICLE_H #include "bsp.h" #include "fb.h" #include "v3f.h" typedef struct particle_props_t { v3f_t position; /* position in 3d space */ v3f_t direction; /* trajectory in 3d space */ float velocity; /* linear velocity */ float mass; /* mass of particle */ float drag; /* drag of particle */ int of_use:1; /* are these properties of use/meaningful? */ } particle_props_t; typedef enum particle_status_t { PARTICLE_ALIVE, PARTICLE_DEAD } particle_status_t; typedef struct particle_t particle_t; typedef struct particles_t particles_t; typedef struct particle_ops_t { unsigned context_size; /* size of the particle context (0 for none) */ int (*init)(particles_t *, particle_t *); /* initialize the particle, called after allocating context (optional) */ void (*cleanup)(particles_t *, particle_t *); /* cleanup function, called before freeing context (optional) */ particle_status_t (*sim)(particles_t *, particle_t *); /* simulate the particle for another cycle (required) */ void (*draw)(particles_t *, particle_t *, int, int, fb_fragment_t *); /* draw the particle, 3d->2d projection has been done already (optional) */ } particle_ops_t; struct particle_t { bsp_occupant_t occupant; /* occupant node in the bsp tree */ particle_props_t *props; particle_ops_t *ops; void *ctxt; }; //#define rand_within_range(_min, _max) ((rand() % (_max - _min)) + _min) // the style of random number generator used by c libraries has less entropy in the lower bits meaning one shouldn't just use modulo, while this is slower, the results do seem a little different. #define rand_within_range(_min, _max) (int)(((float)_min) + ((float)rand() / (float)RAND_MAX) * (_max - _min)) #define INHERIT_OPS NULL #define INHERIT_PROPS NULL static inline int particle_init(particles_t *particles, particle_t *p) { if (p->ops->init) { return p->ops->init(particles, p); } return 1; } static inline void particle_cleanup(particles_t *particles, particle_t *p) { if (p->ops->cleanup) { p->ops->cleanup(particles, p); } } static inline particle_status_t particle_sim(particles_t *particles, particle_t *p) { return p->ops->sim(particles, p); } static inline void particle_draw(particles_t *particles, particle_t *p, int x, int y, fb_fragment_t *f) { if (p->ops->draw) { p->ops->draw(particles, p, x, y, f); } } void particle_convert(particles_t *particles, particle_t *p, particle_props_t *props, particle_ops_t *ops); #endif