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#ifndef PARTICLESYSTEM_H
#define PARTICLESYSTEM_H
#include "ocean/ocean_alt.h"
#include <iostream>
#define EIGEN_DISABLE_UNALIGNED_ARRAY_ASSERT
#define EIGEN_DONT_VECTORIZE
#include "graphics/shader.h"
#include "graphics/camera.h"
#include <Eigen/Core>
#include <Eigen/Dense>
#include <Eigen/Sparse>
#include <Eigen/Geometry>
struct Particle{
Eigen::Vector3f pos = Eigen::Vector3f(0,0,0);
Eigen::Vector3f vel = Eigen::Vector3f(0,2000,0);
Eigen::Vector4f color = Eigen::Vector4f(1,1,1,1);
float life = 1.f;
};
class particlesystem
{
public:
particlesystem();
void update(double deltaTime);
void draw(Shader *shader, Camera m_camera, GLuint texture);
void init(std::vector<OceanSpray> verts);
void setVerts(std::vector<OceanSpray> verts){
//std::cout << "VERTS SIZE:" << verts.size() << std::endl;
m_verts = verts;
}
private:
int m_amount = 500;
int m_new_amount = 100; // new particles per frame
int lastUsedIndex = 0;
Eigen::Vector3f gravity = Eigen::Vector3f(0,-9.81f,0);
float factor = 40.f; // velocity multiplier
void respawn_particle(Particle &p, OceanSpray new_pos);
int getUnusedParticleIndex();
Eigen::Vector3f getRandomInitialVel();
float d = 50.f;
std::vector<float> m_vertices = {
-d, d, 0,1,
-d, -d, 0, 0,
d,d, 1,1,
//
d,d, 1,1,
-d, -d, 0, 0,
d, -d, 1, 0
};
GLuint VAO, VBO; // holds quad shape
std::vector<Particle> m_particles;
std::vector<OceanSpray> m_verts;
};
#endif // PARTICLESYSTEM_H
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