// Copyright (c) Craftwork Games. All rights reserved.
// Licensed under the MIT license.
// See LICENSE file in the project root for full license information.
using Microsoft.Xna.Framework;
namespace MonoGame.Extended.Particles.Profiles;
///
/// A profile that distributes particles along the edges of a rectangular boundary with uniform density.
///
///
///
/// The positions new particles on the perimeter of a rectangle centered at the
/// emitter's position. Unlike which gives equal probability to each side, this profile
/// allocates probability proportional to the length of each side, ensuring a uniform distribution of particles
/// around the entire perimeter.
///
///
/// This means longer sides will receive more particles than shorter sides, creating a visually balanced
/// distribution regardless of the rectangle's dimensions.
///
///
/// Particles are given random unit vector headings, allowing them to move in any direction regardless of their
/// starting edge.
///
///
public class BoxUniformProfile : Profile
{
///
/// Gets or sets the width of the rectangular perimeter.
///
public float Width { get; set; }
///
/// Gets or sets the height of the rectangular perimeter.
///
public float Height { get; set; }
///
/// Computes the offset and heading for a new particle.
///
/// A pointer to the Vector2 where the offset from the emitter position will be stored.
/// A pointer to the Vector2 where the unit direction vector will be stored.
public override unsafe void GetOffsetAndHeading(Vector2* offset, Vector2* heading)
{
int perimeter = (int)(2 * Width + 2 * Height);
int value = FastRandom.Shared.Next(perimeter);
switch (value)
{
// Top
case var _ when value < Width:
offset->X = FastRandom.Shared.NextSingle(Width * -0.5f, Width * 0.5f);
offset->Y = Height * -0.5f;
break;
// Bottom
case var _ when value < 2 * Width:
offset->X = FastRandom.Shared.NextSingle(Width * -0.5f, Width * 0.5f);
offset->Y = Height * 0.5f;
break;
// Left
case var _ when value < 2 * Width + Height:
offset->X = Width * -0.5f;
offset->Y = FastRandom.Shared.NextSingle(Height * -0.5f, Height * 0.5f);
break;
// Right
default:
offset->X = Width * 0.5f;
offset->Y = FastRandom.Shared.NextSingle(Height * -0.5f, Height * 0.5f);
break;
}
FastRandom.Shared.NextUnitVector(heading);
}
}