| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657 |
- // Copyright (c) Craftwork Games. All rights reserved.
- // Licensed under the MIT license.
- // See LICENSE file in the project root for full license information.
- using System;
- using Microsoft.Xna.Framework;
- namespace MonoGame.Extended.Particles.Profiles;
- /// <summary>
- /// A profile that emits particles from a single point in a directional cone pattern.
- /// </summary>
- /// <remarks>
- /// The <see cref="SprayProfile"/> positions all particles exactly at the emitter's position,
- /// like <see cref="PointProfile"/>, but instead of random directions in all directions, it constrains the particle
- /// headings to a cone-shaped area defined by a central direction and spread angle.
- /// </remarks>
- public sealed class SprayProfile : Profile
- {
- /// <summary>
- /// The central direction vector of the spray.
- /// </summary>
- public Vector2 Direction;
- /// <summary>
- /// The angular spread of the spray cone (in radians).
- /// </summary>
- /// <remarks>
- /// This value determines how wide the spray cone is. For example:
- ///
- /// <list type="bullet">
- /// <item>A value of 0 will emit all particles in exactly the same direction.</item>
- /// <item>A value of π (Pi) will create a 180-degree fan.</item>
- /// <item>A value of 2π will emit in all directions (similar to <see cref="PointProfile"/>).</item>
- /// </list>
- /// </remarks>
- public float Spread;
- /// <summary>
- /// Computes the offset and heading for a new particle.
- /// </summary>
- /// <param name="offset">A pointer to the Vector2 where the offset from the emitter position will be stored.</param>
- /// <param name="heading">A pointer to the Vector2 where the unit direction vector will be stored.</param>
- /// <remarks>
- /// The offset is always set to (0,0), meaning particles will spawn exactly at the emitter position.
- /// </remarks>
- public override unsafe void GetOffsetAndHeading(Vector2* offset, Vector2* heading)
- {
- offset->X = offset->Y = 0.0f;
- float angle = MathF.Atan2(Direction.Y, Direction.X);
- angle = FastRandom.Shared.NextSingle(angle - Spread * 0.5f, angle + Spread * 0.5f);
- heading->X = MathF.Cos(angle);
- heading->Y = MathF.Sin(angle);
- }
- }
|