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https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
Added ParticleSystem:setRelativeRotation. If enabled, particle rotations and angles will be relative to their current velocities.
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@@ -94,6 +94,7 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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, spinVariation(0)
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, offsetX(float(texture->getWidth())*0.5f)
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, offsetY(float(texture->getHeight())*0.5f)
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, relativeRotation(false)
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{
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if (size == 0 || size > MAX_PARTICLES)
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throw love::Exception("Invalid ParticleSystem size.");
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@@ -145,6 +146,7 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
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, offsetX(p.offsetX)
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, offsetY(p.offsetY)
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, colors(p.colors)
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, relativeRotation(p.relativeRotation)
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{
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setBufferSize(maxParticles);
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@@ -169,7 +171,7 @@ void ParticleSystem::createBuffers(size_t size)
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{
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try
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{
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pFree = pMem = new particle[size];
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pFree = pMem = new Particle[size];
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particleVerts = new love::Vertex[size * 4];
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maxParticles = (uint32) size;
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}
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@@ -212,7 +214,7 @@ void ParticleSystem::addParticle(float t)
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return;
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// Gets a free particle and updates the allocation pointer.
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particle *p = pFree++;
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Particle *p = pFree++;
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initParticle(p, t);
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switch (insertMode)
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@@ -232,7 +234,7 @@ void ParticleSystem::addParticle(float t)
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activeParticles++;
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}
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void ParticleSystem::initParticle(particle *p, float t)
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void ParticleSystem::initParticle(Particle *p, float t)
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{
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float min,max;
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@@ -298,10 +300,14 @@ void ParticleSystem::initParticle(particle *p, float t)
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p->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
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p->rotation = (float) rng.random(min, max);
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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p->color = colors[0];
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}
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void ParticleSystem::insertTop(particle *p)
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void ParticleSystem::insertTop(Particle *p)
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{
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if (pHead == nullptr)
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{
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@@ -317,7 +323,7 @@ void ParticleSystem::insertTop(particle *p)
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pTail = p;
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}
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void ParticleSystem::insertBottom(particle *p)
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void ParticleSystem::insertBottom(Particle *p)
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{
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if (pTail == nullptr)
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{
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@@ -333,7 +339,7 @@ void ParticleSystem::insertBottom(particle *p)
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pHead = p;
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}
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void ParticleSystem::insertRandom(particle *p)
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void ParticleSystem::insertRandom(Particle *p)
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{
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// Nonuniform, but 64-bit is so large nobody will notice. Hopefully.
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uint64 pos = rng.rand() % ((int64) activeParticles + 1);
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@@ -341,7 +347,7 @@ void ParticleSystem::insertRandom(particle *p)
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// Special case where the particle gets inserted before the head.
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if (pos == activeParticles)
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{
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particle *pA = pHead;
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Particle *pA = pHead;
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if (pA)
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pA->prev = p;
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p->prev = nullptr;
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@@ -351,8 +357,8 @@ void ParticleSystem::insertRandom(particle *p)
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}
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// Inserts the particle after the randomly selected particle.
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particle *pA = pMem + pos;
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particle *pB = pA->next;
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Particle *pA = pMem + pos;
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Particle *pB = pA->next;
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pA->next = p;
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if (pB)
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pB->prev = p;
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@@ -362,12 +368,12 @@ void ParticleSystem::insertRandom(particle *p)
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p->next = pB;
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}
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ParticleSystem::particle *ParticleSystem::removeParticle(particle *p)
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ParticleSystem::Particle *ParticleSystem::removeParticle(Particle *p)
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{
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// The linked list is updated in this function and old pointers may be
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// invalidated. The returned pointer will inform the caller of the new
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// pointer to the next particle.
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particle *pNext = nullptr;
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Particle *pNext = nullptr;
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// Removes the particle from the linked list.
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if (p->prev)
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@@ -715,6 +721,16 @@ std::vector<Color> ParticleSystem::getColor() const
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return ncolors;
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}
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void ParticleSystem::setRelativeRotation(bool enable)
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{
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relativeRotation = enable;
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}
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bool ParticleSystem::hasRelativeRotation() const
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{
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return relativeRotation;
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}
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uint32 ParticleSystem::getCount() const
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{
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return activeParticles;
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@@ -802,13 +818,13 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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const Vertex *textureVerts = texture->getVertices();
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Vertex *pVerts = particleVerts;
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particle *p = pHead;
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Particle *p = pHead;
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// set the vertex data for each particle (transformation, texcoords, color)
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while (p)
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{
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// particle vertices are image vertices transformed by particle information
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t.setTransformation(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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t.setTransformation(p->position[0], p->position[1], p->angle, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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t.transform(pVerts, textureVerts, 4);
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// set the texture coordinate and color data for particle vertices
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@@ -858,7 +874,7 @@ void ParticleSystem::update(float dt)
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return;
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// Traverse all particles and update.
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particle *p = pHead;
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Particle *p = pHead;
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while (p)
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{
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@@ -903,7 +919,12 @@ void ParticleSystem::update(float dt)
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const float t = 1.0f - p->life / p->lifetime;
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// Rotate.
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p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t)*dt;
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p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t) * dt;
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p->angle = p->rotation;
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if (relativeRotation)
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p->angle += atan2f(p->speed.y, p->speed.x);
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// Change size according to given intervals:
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// i = 0 1 2 3 n-1
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