add 'spawn_offset' particles parameter

This commit is contained in:
MihailRis 2025-12-18 18:37:58 +03:00
parent d8bbbc3cfb
commit 3331d4deee
3 changed files with 9 additions and 10 deletions

View file

@ -103,6 +103,7 @@ void Emitter::update(
glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
spawnOffset *= preset.spawnSpread;
spawnOffset += preset.spawnOffset;
particle.position = position + spawnOffset;
particle.lifetime *= 1.0f - preset.lifetimeSpread * random.randFloat();

View file

@ -28,7 +28,8 @@ dv::value ParticlesPreset::serialize() const {
root["angle_spread"] = angleSpread;
root["min_angular_vel"] = minAngularVelocity;
root["max_angular_vel"] = maxAngularVelocity;
root["spawn_spread"] = dv::to_value(size);
root["spawn_spread"] = dv::to_value(spawnSpread);
root["spawn_offset"] = dv::to_value(spawnOffset);
root["spawn_shape"] = ParticleSpawnShapeMeta.getName(spawnShape);
root["random_sub_uv"] = randomSubUV;
return root;
@ -47,9 +48,7 @@ void ParticlesPreset::deserialize(const dv::value& src) {
src.at("min_angular_vel").get(minAngularVelocity);
src.at("max_angular_vel").get(maxAngularVelocity);
src.at("random_sub_uv").get(randomSubUV);
if (src.has("velocity")) {
dv::get_vec(src["velocity"], velocity);
}
dv::get_vec(src, "velocity", velocity);
if (src.has("acceleration")) {
dv::get_vec(src["acceleration"], acceleration);
}
@ -57,12 +56,9 @@ void ParticlesPreset::deserialize(const dv::value& src) {
dv::get_vec(src["size"], size);
}
src.at("size_spread").get(sizeSpread);
if (src.has("spawn_spread")) {
dv::get_vec(src["spawn_spread"], spawnSpread);
}
if (src.has("explosion")) {
dv::get_vec(src["explosion"], explosion);
}
dv::get_vec(src, "spawn_spread", spawnSpread);
dv::get_vec(src, "spawn_offset", spawnOffset);
dv::get_vec(src, "explosion", explosion);
if (src.has("spawn_shape")) {
ParticleSpawnShapeMeta.getItem(src["spawn_shape"].asString(), spawnShape);
}

View file

@ -60,6 +60,8 @@ struct ParticlesPreset : public Serializable {
ParticleSpawnShape spawnShape = ParticleSpawnShape::BALL;
/// @brief Spawn spread
glm::vec3 spawnSpread {};
/// @brief Particles spawn zone offset
glm::vec3 spawnOffset {};
/// @brief Texture name
std::string texture = "";
/// @brief Size of random sub-uv region