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synced 2026-08-14 01:20:56 +02:00
ParticleSystem:setQuads can now accept a table argument, cleaned up the ParticleSystem quad code
--HG-- branch : particlesystem-quads
This commit is contained in:
@@ -100,6 +100,9 @@ ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer)
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ParticleSystem::~ParticleSystem()
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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if (this->sprite != 0)
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this->sprite->release();
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@@ -370,19 +373,7 @@ void ParticleSystem::setColor(const std::vector<Color> &newColors)
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colors[i] = colorToFloat(newColors[i]);
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}
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void ParticleSystem::setQuad(love::graphics::Quad *quad)
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(1);
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quads[0] = quad;
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quad->retain();
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}
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void ParticleSystem::setQuad(const std::vector<love::graphics::Quad *> &newQuads)
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void ParticleSystem::setQuads(const std::vector<love::graphics::Quad *> &newQuads)
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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@@ -396,7 +387,7 @@ void ParticleSystem::setQuad(const std::vector<love::graphics::Quad *> &newQuads
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}
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}
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void ParticleSystem::setQuad()
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void ParticleSystem::setQuads()
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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@@ -515,8 +506,8 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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const vertex *imageVerts = sprite->getVertices();
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const vertex *tVerts;
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size_t numQuads = quads.size();
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size_t quadIndex = 0;
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// set the vertex data for each particle (transformation, texcoords, color)
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for (int i = 0; i < numParticles; i++)
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@@ -526,7 +517,7 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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if (numQuads > 0)
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{
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// Make sure the quad index is valid
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quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
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size_t quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
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tVerts = quads[quadIndex]->getVertices();
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}
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else
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@@ -663,12 +654,12 @@ void ParticleSystem::update(float dt)
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p->color = colors[i] * (1.0f - s) + colors[k] * s;
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// Update quad index
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if (quads.size() > 0)
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k = quads.size();
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if (k > 0)
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{
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k = quads.size() - 1;
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s = t * (float) k;
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s = t * (float) k; // [0:numquads-1]
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i = (s > 0) ? (size_t) s : 0;
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p->quadIndex = (i <= k) ? i : k;
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p->quadIndex = (i < k) ? i : k - 1;
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}
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else
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p->quadIndex = 0;
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