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particle.cpp
195 lines (159 loc) · 3.99 KB
/
particle.cpp
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#include "particle.hpp"
#include<iostream>
#include<ctime>
#include<cmath>
#include<cstdlib>
using namespace std;
shape_system::shape_system(){
acceleration = 200;
numberOfShapes = 0;
};
void shape_system::gravity(sf::Time tElapsed)
{
for (int i = 0; i < numberOfShapes; i++)
{
float dt = tElapsed.asSeconds();
float u = shapesVelocities[i].j;
float v = dt*acceleration + u;
float s = u*dt + 0.5*acceleration*dt*dt;
shapesVelocities[i].j = v;
//cout << "v = " << v;
sf::Vector2f pos = shapes[i]->getPosition();
pos.y = pos.y + s;
shapes[i]->setPosition(pos);
}
}
void shape_system::addCircle(int r, sf::Vector2f pos)
{
shapes.push_back(new sf::CircleShape(r));
shapes[numberOfShapes]->setPosition(pos);
numberOfShapes++;
velocity v;
v.i = 0;
v.j = 0;
shapesVelocities.push_back(v);
}
void shape_system::draw(sf::RenderWindow &window)
{
for (int i = 0; i < numberOfShapes; i++){
window.draw(*shapes[i]);
}
}
particle_system::particle_system(int particles, sf::Vector2u sizeWindow) :
va(sf::Points, particles), sizeOfWindow(sizeWindow)
{
srand(time(NULL));
numberOfParticles = particles;
for (int i = 0; i < numberOfParticles; i++)
{
velocity k;
k.i = 0;
k.j = 0;
velocities.push_back(k);
va[i].color = sf::Color::White;
}
colourRandom();
}
void particle_system::setSize(int size)
{
va.resize(size);
for (int i = numberOfParticles - 1; i > size; i--){
velocities.pop_back();
}
numberOfParticles = size;
}
void particle_system::randomVs()
{
for (int i = 0; i < numberOfParticles; i++)
{
int horizontal = (rand() % 800) - 400;
int vertical = (rand() % 800) - 400;
velocities[i].i = horizontal;
velocities[i].j = vertical;
}
}
void particle_system::draw(sf::RenderWindow &window, sf::View view)
{
window.setView(view);
window.draw(va);
window.setView(window.getDefaultView());
}
void particle_system::randomPos()
{
for (int i = 0; i < numberOfParticles; i++)
{
int horizontal = (rand() % sizeOfWindow.x);
int vertical = (rand() % sizeOfWindow.y);
va[i].position.x = horizontal;
va[i].position.y = vertical;
//cout << i << " to " << horizontal << "," << vertical << " with v " << velocities[i].i << "," << velocities[i].j << endl;
}
}
void particle_system::move(sf::Time time)
{
float dt = time.asSeconds();
for (int i = 0; i < numberOfParticles; i++){
va[i].position.x = va[i].position.x + dt*velocities[i].i;
va[i].position.y = va[i].position.y + dt*velocities[i].j;
}
}
void particle_system::checkBoundry()
{
for (int i = 0; i < numberOfParticles; i++)
{
if (va[i].position.x > static_cast<float>(sizeOfWindow.x) || va[i].position.x < 0){
velocities[i].i = velocities[i].i * (-1);
}
else if (va[i].position.y > static_cast<float>(sizeOfWindow.y) || va[i].position.y < 0){
velocities[i].j = velocities[i].j * (-1);
}
}
}
void particle_system::colourRandom()
{
srand(time(0));
int random = 0;
for (int i = 0; i < numberOfParticles; i++)
{
random = rand() % 4;
switch (random)
{
case 0:
va[i].color = sf::Color::Blue;
break;
case 1:
va[i].color = sf::Color::Cyan;
break;
case 2:
va[i].color = sf::Color::Green;
break;
case 3:
va[i].color = sf::Color::Red;
break;
}
}
}
void particle_system::colourScale()
{
for (int i = 0; i < numberOfParticles; i++)
{
va[i].color.g = 55;
va[i].color.a = 255;
va[i].color.b = 255 * (va[i].position.x / static_cast<float>(sizeOfWindow.x));
va[i].color.r = 255 * (va[i].position.y / static_cast<float>(sizeOfWindow.y));
}
}
void particle_system::towardsPoint(sf::Vector2i p)
{
for (int i = 0; i < numberOfParticles; i++)
{
float magnitude = sqrt((velocities[i].i)*(velocities[i].i) + (velocities[i].j)*(velocities[i].j));
float difx = static_cast<float>(p.x) - va[i].position.x;
float dify = static_cast<float>(p.y) - va[i].position.y;
float tNormalise = sqrt((difx)*(difx)+(dify)*(dify));
float normalX = difx / tNormalise;
float normalY = dify / tNormalise;
velocities[i].i = normalX*magnitude;
velocities[i].j = normalY*magnitude;
}
}