user can now manually set the offset for particle rotation

This commit is contained in:
bill@Ixion
2009-08-30 05:05:27 -05:00
parent 98db275e76
commit 8d666d0284
4 changed files with 515 additions and 448 deletions
+19 -2
View File
@@ -47,7 +47,8 @@ namespace opengl
gravityMax(0), radialAccelerationMin(0), radialAccelerationMax(0),
tangentialAccelerationMin(0), tangentialAccelerationMax(0),
sizeStart(1), sizeEnd(1), sizeVariation(0), rotationMin(0), rotationMax(0),
spinStart(0), spinEnd(0), spinVariation(0)
spinStart(0), spinEnd(0), spinVariation(0), offsetX(sprite->getWidth()*0.5f),
offsetY(sprite->getHeight()*0.5f)
{
this->sprite = sprite;
sprite->retain();
@@ -308,6 +309,12 @@ namespace opengl
memcpy(colorEnd, end, 4);
}
void ParticleSystem::setOffset(float x, float y)
{
offsetX = x;
offsetY = y;
}
float ParticleSystem::getX() const
{
return position.getX();
@@ -328,6 +335,16 @@ namespace opengl
return spread * LOVE_M_TODEG;
}
float ParticleSystem::getOffsetX() const
{
return offsetX;
}
float ParticleSystem::getOffsetY() const
{
return offsetY;
}
int ParticleSystem::count() const
{
return (int)(pLast - pStart);
@@ -393,7 +410,7 @@ namespace opengl
glTranslatef(p->position[0],p->position[1],0.0f);
glRotatef(p->rotation * 57.29578f, 0.0f, 0.0f, 1.0f); // rad * (180 / pi)
glScalef(p->size,p->size,1.0f);
glTranslatef(sprite->getWidth()*-0.5f,sprite->getHeight()*-0.5f,0.0f);
glTranslatef(-offsetX,-offsetY,0.0f);
sprite->draw(0,0, 0, 1, 1, 0, 0);
glPopMatrix();
@@ -140,6 +140,10 @@ namespace opengl
float spinEnd;
float spinVariation;
// Offsets
float offsetX;
float offsetY;
// Color.
unsigned char colorStart[4];
unsigned char colorEnd[4];
@@ -341,6 +345,13 @@ namespace opengl
**/
void setColor(unsigned char * color);
/**
* Sets the particles' offsets for rotation.
* @param x The x offset.
* @param y The y offset.
**/
void setOffset(float x, float y);
/**
* Sets the color of the particles.
* @param start The color of the particle when created.
@@ -368,6 +379,16 @@ namespace opengl
**/
float getSpread() const;
/**
* Returns the X offset of the particles.
**/
float getOffsetX() const;
/**
* Returns the Y offset of the particles.
**/
float getOffsetY() const;
/**
* Returns the amount of particles that are currently active in the system.
**/
@@ -214,6 +214,15 @@ namespace opengl
return 0;
}
int w_ParticleSystem_setOffset(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float x = (float)luaL_checknumber(L, 2);
float y = (float)luaL_checknumber(L, 3);
t->setOffset(x, y);
return 0;
}
int w_ParticleSystem_getX(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
@@ -242,6 +251,20 @@ namespace opengl
return 1;
}
int w_ParticleSystem_getOffsetX(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getOffsetX());
return 1;
}
int w_ParticleSystem_getOffsetY(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getOffsetY());
return 1;
}
int w_ParticleSystem_count(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
@@ -326,10 +349,13 @@ namespace opengl
{ "setSpin", w_ParticleSystem_setSpin },
{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
{ "setColor", w_ParticleSystem_setColor },
{ "setOffset", w_ParticleSystem_setOffset },
{ "getX", w_ParticleSystem_getX },
{ "getY", w_ParticleSystem_getY },
{ "getDirection", w_ParticleSystem_getDirection },
{ "getSpread", w_ParticleSystem_getSpread },
{ "getOffsetX", w_ParticleSystem_getOffsetX },
{ "getOffsetY", w_ParticleSystem_getOffsetY },
{ "count", w_ParticleSystem_count },
{ "start", w_ParticleSystem_start },
{ "stop", w_ParticleSystem_stop },
@@ -52,10 +52,13 @@ namespace opengl
int w_ParticleSystem_setSpin(lua_State * L);
int w_ParticleSystem_setSpinVariation(lua_State * L);
int w_ParticleSystem_setColor(lua_State * L);
int w_ParticleSystem_setOffset(lua_State * L);
int w_ParticleSystem_getX(lua_State * L);
int w_ParticleSystem_getY(lua_State * L);
int w_ParticleSystem_getDirection(lua_State * L);
int w_ParticleSystem_getSpread(lua_State * L);
int w_ParticleSystem_getOffsetX(lua_State * L);
int w_ParticleSystem_getOffsetY(lua_State * L);
int w_ParticleSystem_count(lua_State * L);
int w_ParticleSystem_start(lua_State * L);
int w_ParticleSystem_stop(lua_State * L);