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#ifndef _PARTICLE_H
#define _PARTICLE_H
#include "til_fb.h"
#include "bsp.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? */
int virtual:1; /* is this a virtual particle? (not to be moved or otherwise acted upon) */
} 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 particles_conf_t particles_conf_t;
typedef struct particle_ops_t {
unsigned context_size; /* size of the particle context (0 for none) */
int (*init)(particles_t *, const particles_conf_t *, particle_t *); /* initialize the particle, called after allocating context (optional) */
void (*cleanup)(particles_t *, const particles_conf_t *, particle_t *); /* cleanup function, called before freeing context (optional) */
particle_status_t (*sim)(particles_t *, const particles_conf_t *, particle_t *, til_fb_fragment_t *); /* simulate the particle for another cycle (required) */
void (*draw)(particles_t *, const particles_conf_t *, particle_t *, int, int, til_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(_seedp, _min, _max) (int)(((float)_min) + ((float)rand_r(_seedp) / (float)RAND_MAX) * (_max - _min))
#define INHERIT_OPS NULL
#define INHERIT_PROPS NULL
static inline int particle_init(particles_t *particles, const particles_conf_t *conf, particle_t *p) {
if (p->ops->init) {
return p->ops->init(particles, conf, p);
}
return 1;
}
static inline void particle_cleanup(particles_t *particles, const particles_conf_t *conf, particle_t *p) {
if (p->ops->cleanup) {
p->ops->cleanup(particles, conf, p);
}
}
/* XXX: fragment is supplied to ops->sim() only for debugging/overlay purposes, if particles_conf_t.show_bsp_matches for
* example is true, then sim may draw into fragment, and the callers shouldn't zero the fragment between sim and draw but
* instead should zero it before sim. It's kind of janky, not a fan.
*/
static inline particle_status_t particle_sim(particles_t *particles, const particles_conf_t *conf, particle_t *p, til_fb_fragment_t *f) {
return p->ops->sim(particles, conf, p, f);
}
static inline void particle_draw(particles_t *particles, const particles_conf_t *conf, particle_t *p, int x, int y, til_fb_fragment_t *f) {
if (p->ops->draw) {
p->ops->draw(particles, conf, p, x, y, f);
}
}
void particle_convert(particles_t *particles, const particles_conf_t *conf, particle_t *p, particle_props_t *props, particle_ops_t *ops);
#endif
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