Init particle creation
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@ -3,4 +3,4 @@ project(Informatikprojekt C)
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set(CMAKE_C_STANDARD 11)
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add_executable(Informatikprojekt main.c particlesystem.h)
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add_executable(Informatikprojekt main.c particlesystem.h particlesystem.c)
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61
main.c
61
main.c
@ -1,7 +1,66 @@
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#include <stdio.h>
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#include <malloc.h>
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#include <stdlib.h>
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#include "particlesystem.h"
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char *printVector(vector3f *v);
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void printParticle(particle *v);
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void printEmitter(emitter *e);
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void initRandomParticles(emitter *e);
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int main()
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{
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printf("Hello, World!\n");
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vector3f *epos = initVector3f(0, 0, 0);
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emitter *e = initEmitter(epos, 10);
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initRandomParticles(e);
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printEmitter(e);
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for (int i = 0; i < e->pamount; i++)
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{
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free((e->particles)[i]);
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}
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free(epos);
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free(e);
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return 0;
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}
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void initRandomParticles(emitter *e)
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{
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for (int i = 0; i < e->pamount; i++)
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{
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vector3f *pos = initVector3f(e->position->x, e->position->y, e->position->z);
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vector3f *dir = initVector3f((float) rand() / RAND_MAX, (float) rand() / RAND_MAX, (float) rand() / RAND_MAX);
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(e->particles)[i] = initParticle(pos, dir);
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}
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}
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char *printVector(vector3f *v)
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{
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char *c = malloc(100);
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sprintf(c, "(%f, %f, %f)", v->x, v->y, v->z);
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return c;
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}
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void printParticle(particle *v)
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{
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printf(" Particle {\n");
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printf(" position = %s", printVector(v->position));
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printf("\n direction = %s", printVector(v->direction));
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printf("\n }");
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}
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void printEmitter(emitter *e)
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{
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printf("Emitter {\n");
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for (int i = 0; i < e->pamount; i++)
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{
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printParticle((e->particles)[i]);
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printf("\n");
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}
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printf("\n}");
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}
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65
particlesystem.c
Normal file
65
particlesystem.c
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@ -0,0 +1,65 @@
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#include "particlesystem.h"
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#include <malloc.h>
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/*
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* Initializes a particle
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*/
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particle *initParticle(vector3f *pos, vector3f *dir)
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{
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particle *p = malloc(sizeof(particle));
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p->position = pos;
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p->direction = dir;
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return p;
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}
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/*
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* Initializes an emitter
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*/
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emitter *initEmitter(vector3f *pos, int pamount)
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{
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emitter *e = malloc(sizeof(emitter));
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e->position = pos;
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e->particles = malloc(sizeof(particle *) * pamount);
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e->pamount = pamount;
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return e;
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}
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/*
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* Initializes a particle system
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*/
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particle_system *initParticleSystem(int eamount)
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{
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particle_system *ps = malloc(sizeof(particle_system));
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ps->emitters = malloc(sizeof(emitter *) * eamount);
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ps->eamount = eamount;
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return ps;
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}
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/*
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* Updates particles
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*/
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int updateParticles(float dt, particle_system *particleSystem)
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{
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}
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/*
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* Draws particles
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*/
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int drawParticles(particle_system *particleSystem)
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{
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}
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/*
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* Initializes a vector
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* For that it allocates memory that must be freed later
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*/
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vector3f *initVector3f(float x, float y, float z)
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{
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vector3f *vector = malloc(sizeof(vector3f));
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vector->x = x;
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vector->y = y;
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vector->z = z;
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return vector;
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}
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@ -1,49 +1,70 @@
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/*
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* A vector with three floats
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*/
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struct vector3f
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typedef struct vector3f
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{
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float x;
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float y;
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float z;
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};
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} vector3f;
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/*
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* A particle has a position and a direction
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*/
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struct particle
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typedef struct particle
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{
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struct vector3f position;
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struct vector3f direction;
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};
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vector3f *position;
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vector3f *direction;
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} particle;
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/*
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* An emitter has a position and contains an array of particles
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*/
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struct emitter
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typedef struct emitter
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{
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struct vector3f position;
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struct particle *particles;
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vector3f *position;
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particle **particles;
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int pamount;
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};
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} emitter;
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/*
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* A particle system consists of one or more emitter
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*/
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struct particle_system
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typedef struct particle_system
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{
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struct emitter *emitters;
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emitter **emitters;
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int eamount;
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};
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} particle_system;
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/*
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*
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* Initializes a particle
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*/
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int initParticle(struct vector3f pos, struct vector3f dir);
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particle *initParticle(vector3f *pos, vector3f *dir);
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/*
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*
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* Initializes an emitter
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*/
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int initVector3f(int x, int y, int z);
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emitter *initEmitter(vector3f *pos, int pamount);
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/*
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* Initializes a particle system
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*/
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particle_system *initParticleSystem(int eamount);
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/*
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* Updates particle
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*/
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int updateParticles(float dt, particle_system *particleSystem);
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/*
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* Updates particle
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*/
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int drawParticles(particle_system *particleSystem);
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/*
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* Initializes a vector
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* For that it allocates memory that must be freed later
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*/
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vector3f *initVector3f(float x, float y, float z);
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