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https://github.com/love2d/love.git
synced 2026-08-20 20:49:54 +02:00
user can now manually set the offset for particle rotation
This commit is contained in:
@@ -47,7 +47,8 @@ namespace opengl
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gravityMax(0), radialAccelerationMin(0), radialAccelerationMax(0),
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tangentialAccelerationMin(0), tangentialAccelerationMax(0),
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sizeStart(1), sizeEnd(1), sizeVariation(0), rotationMin(0), rotationMax(0),
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spinStart(0), spinEnd(0), spinVariation(0)
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spinStart(0), spinEnd(0), spinVariation(0), offsetX(sprite->getWidth()*0.5f),
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offsetY(sprite->getHeight()*0.5f)
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{
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this->sprite = sprite;
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sprite->retain();
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@@ -308,6 +309,12 @@ namespace opengl
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memcpy(colorEnd, end, 4);
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}
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void ParticleSystem::setOffset(float x, float y)
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{
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offsetX = x;
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offsetY = y;
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}
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float ParticleSystem::getX() const
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{
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return position.getX();
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@@ -328,6 +335,16 @@ namespace opengl
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return spread * LOVE_M_TODEG;
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}
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float ParticleSystem::getOffsetX() const
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{
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return offsetX;
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}
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float ParticleSystem::getOffsetY() const
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{
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return offsetY;
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}
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int ParticleSystem::count() const
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{
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return (int)(pLast - pStart);
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@@ -393,7 +410,7 @@ namespace opengl
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glTranslatef(p->position[0],p->position[1],0.0f);
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glRotatef(p->rotation * 57.29578f, 0.0f, 0.0f, 1.0f); // rad * (180 / pi)
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glScalef(p->size,p->size,1.0f);
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glTranslatef(sprite->getWidth()*-0.5f,sprite->getHeight()*-0.5f,0.0f);
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glTranslatef(-offsetX,-offsetY,0.0f);
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sprite->draw(0,0, 0, 1, 1, 0, 0);
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glPopMatrix();
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@@ -140,6 +140,10 @@ namespace opengl
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float spinEnd;
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float spinVariation;
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// Offsets
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float offsetX;
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float offsetY;
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// Color.
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unsigned char colorStart[4];
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unsigned char colorEnd[4];
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@@ -341,6 +345,13 @@ namespace opengl
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**/
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void setColor(unsigned char * color);
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/**
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* Sets the particles' offsets for rotation.
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* @param x The x offset.
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* @param y The y offset.
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**/
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void setOffset(float x, float y);
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/**
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* Sets the color of the particles.
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* @param start The color of the particle when created.
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@@ -368,6 +379,16 @@ namespace opengl
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**/
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float getSpread() const;
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/**
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* Returns the X offset of the particles.
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**/
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float getOffsetX() const;
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/**
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* Returns the Y offset of the particles.
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**/
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float getOffsetY() const;
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/**
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* Returns the amount of particles that are currently active in the system.
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**/
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@@ -214,6 +214,15 @@ namespace opengl
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return 0;
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}
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int w_ParticleSystem_setOffset(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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t->setOffset(x, y);
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return 0;
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}
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int w_ParticleSystem_getX(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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@@ -242,6 +251,20 @@ namespace opengl
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return 1;
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}
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int w_ParticleSystem_getOffsetX(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getOffsetX());
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return 1;
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}
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int w_ParticleSystem_getOffsetY(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getOffsetY());
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return 1;
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}
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int w_ParticleSystem_count(lua_State * L)
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{
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ParticleSystem * t = luax_checkparticlesystem(L, 1);
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@@ -326,10 +349,13 @@ namespace opengl
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{ "setSpin", w_ParticleSystem_setSpin },
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{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
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{ "setColor", w_ParticleSystem_setColor },
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{ "setOffset", w_ParticleSystem_setOffset },
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{ "getX", w_ParticleSystem_getX },
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{ "getY", w_ParticleSystem_getY },
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{ "getDirection", w_ParticleSystem_getDirection },
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{ "getSpread", w_ParticleSystem_getSpread },
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{ "getOffsetX", w_ParticleSystem_getOffsetX },
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{ "getOffsetY", w_ParticleSystem_getOffsetY },
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{ "count", w_ParticleSystem_count },
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{ "start", w_ParticleSystem_start },
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{ "stop", w_ParticleSystem_stop },
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@@ -52,10 +52,13 @@ namespace opengl
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int w_ParticleSystem_setSpin(lua_State * L);
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int w_ParticleSystem_setSpinVariation(lua_State * L);
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int w_ParticleSystem_setColor(lua_State * L);
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int w_ParticleSystem_setOffset(lua_State * L);
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int w_ParticleSystem_getX(lua_State * L);
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int w_ParticleSystem_getY(lua_State * L);
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int w_ParticleSystem_getDirection(lua_State * L);
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int w_ParticleSystem_getSpread(lua_State * L);
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int w_ParticleSystem_getOffsetX(lua_State * L);
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int w_ParticleSystem_getOffsetY(lua_State * L);
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int w_ParticleSystem_count(lua_State * L);
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int w_ParticleSystem_start(lua_State * L);
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int w_ParticleSystem_stop(lua_State * L);
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