MetalByTutorials/17-particle-behaviour/projects/starter/Flocking/Flocking/Emitter.swift

58 lines
2.5 KiB
Swift

/**
* Copyright (c) 2019 Razeware LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* Notwithstanding the foregoing, you may not use, copy, modify, merge, publish,
* distribute, sublicense, create a derivative work, and/or sell copies of the
* Software in any work that is designed, intended, or marketed for pedagogical or
* instructional purposes related to programming, coding, application development,
* or information technology. Permission for such use, copying, modification,
* merger, publication, distribution, sublicensing, creation of derivative works,
* or sale is expressly withheld.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
import MetalKit
struct Particle {
var position: float2
}
struct Emitter {
var particleBuffer: MTLBuffer!
init(particleCount: Int, size: CGSize, device: MTLDevice) {
let bufferSize = MemoryLayout<Particle>.stride * particleCount
particleBuffer = device.makeBuffer(length: bufferSize)
var pointer = particleBuffer.contents().bindMemory(to: Particle.self,
capacity: particleCount)
for _ in 0..<particleCount {
let width = random(Int(size.width) / 2) + Float(size.width) / Float(4)
let height = random(Int(size.height) / 2) + Float(size.height) / Float(4)
let position = float2(width, height)
pointer.pointee.position = position
pointer = pointer.advanced(by: 1)
}
}
func random(_ max: Int) -> Float {
return Float.random(in: 0..<Float(max))
}
}