generated from AfonsoCMSousa/CPP-OpenGLTemplate
Improved openGL and ImGUI implementation
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#ifndef PARTICLE_H
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#define PARTICLE_H
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#include <stdlib.h>
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#define G_CONSTANT 9.807f
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typedef struct {
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float x, y, z;
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} Vec3;
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typedef struct {
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float r, g, b, a;
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} Color;
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typedef struct {
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Vec3 position;
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Vec3 velocity;
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Color color;
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float life;
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} Particle;
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// INFO: This adds adder to out, basicaly out + adder
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void vec_add(Vec3 &out, Vec3 adder) {
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out.x += adder.x;
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out.y += adder.y;
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out.z += adder.z;
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}
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Particle particle_init(Vec3 position, Color color) {
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Particle p;
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p.position = position;
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p.color = color;
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p.velocity = {0.0f, 0.0f, 0.0f};
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p.life = 10;
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return p;
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}
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int particle_update(Particle *particles, unsigned long long size, float time) {
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int alive_count = 0;
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for (unsigned long long i = 0; i < size; i++) {
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Particle p = particles[i];
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if (p.life == 0) {
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particles[i].position = {0.0f, 0.0f, 0.0f}; // Start at center
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particles[i].velocity = {(rand() % 100 - 50) / 50.0f, 5.0f, 0.0f}; // Random spray up
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particles[i].life = 2.0f; // Give it 2 seconds of life
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continue;
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}
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p.velocity.y += (G_CONSTANT * time);
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p.position.x += p.velocity.x * time;
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p.position.y += p.velocity.y * time;
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p.position.z += p.velocity.z * time;
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vec_add(p.position, (p.velocity));
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if (p.life > 0) p.life -= time;
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particles[i] = p;
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alive_count++;
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}
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return alive_count;
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}
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#endif // PARTICLE_H
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