Reintegrated ParticleSystem.

This commit is contained in:
rude
2009-08-26 00:14:40 +02:00
parent 0fa37fc711
commit a3bff7cde9
8 changed files with 1432 additions and 13 deletions
+44 -12
View File
@@ -172,6 +172,18 @@
<Filter
Name="opengl"
>
<File
RelativePath="..\..\..\src\modules\graphics\Drawable.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\Font.cpp"
>
@@ -269,6 +281,22 @@
RelativePath="..\..\..\src\modules\graphics\opengl\ImageFont.h"
>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\ParticleSystem.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\opengl\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\ParticleSystem.h"
>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\Quad.cpp"
>
@@ -373,6 +401,22 @@
RelativePath="..\..\..\src\modules\graphics\opengl\wrap_Image.h"
>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\wrap_ParticleSystem.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\opengl\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\wrap_ParticleSystem.h"
>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\opengl\wrap_Quad.cpp"
>
@@ -398,18 +442,6 @@
>
</File>
</Filter>
<File
RelativePath="..\..\..\src\modules\graphics\Drawable.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\..\src\modules\graphics\Drawable.h"
>
+32
View File
@@ -925,6 +925,22 @@
RelativePath="..\..\src\modules\graphics\opengl\ImageFont.h"
>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\ParticleSystem.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\opengl\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\ParticleSystem.h"
>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\Quad.cpp"
>
@@ -1045,6 +1061,22 @@
RelativePath="..\..\src\modules\graphics\opengl\wrap_Image.h"
>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\wrap_ParticleSystem.cpp"
>
<FileConfiguration
Name="Debug|Win32"
>
<Tool
Name="VCCLCompilerTool"
ObjectFile="$(IntDir)\graphics\opengl\"
/>
</FileConfiguration>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\wrap_ParticleSystem.h"
>
</File>
<File
RelativePath="..\..\src\modules\graphics\opengl\wrap_Quad.cpp"
>
@@ -0,0 +1,498 @@
/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "ParticleSystem.h"
#include <SDL_opengl.h>
#include <cmath>
#include <cstdlib>
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
float calculate_variation(float inner, float outer, float var)
{
float low = inner - (outer/2.0f)*var;
float high = inner + (outer/2.0f)*var;
float r = (rand() / (float(RAND_MAX)+1));
return low*(1-r)+high*r;
}
ParticleSystem::ParticleSystem(Image * sprite, unsigned int buffer) : pStart(0), pLast(0), pEnd(0), active(true), emissionRate(0),
emitCounter(0), lifetime(-1), life(0), particleLifeMin(0), particleLifeMax(0),
direction(0), spread(0), relative(false), speedMin(0), speedMax(0), gravityMin(0),
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)
{
this->sprite = sprite;
sprite->retain();
memset(colorStart, 255, 4);
memset(colorEnd, 255, 4);
setBufferSize(buffer);
}
ParticleSystem::~ParticleSystem()
{
if(this->sprite != 0)
{
this->sprite->release();
this->sprite = 0;
}
if(pStart != 0)
delete [] pStart;
}
void ParticleSystem::add()
{
if(isFull()) return;
float min,max;
min = particleLifeMin;
max = particleLifeMax;
if(min == max)
pLast->life = min;
else
pLast->life = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->lifetime = pLast->life;
pLast->position[0] = position.getX();
pLast->position[1] = position.getY();
min = direction - spread/2.0f;
max = direction + spread/2.0f;
pLast->direction = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = speedMin;
max = speedMax;
float speed = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
pLast->speed *= speed;
min = gravityMin;
max = gravityMax;
pLast->gravity = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = radialAccelerationMin;
max = radialAccelerationMax;
pLast->radialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
min = tangentialAccelerationMin;
max = tangentialAccelerationMax;
pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
pLast->sizeStart = calculate_variation(sizeStart, sizeEnd, sizeVariation);
pLast->sizeEnd = calculate_variation(sizeEnd, sizeStart, sizeVariation);
pLast->size = pLast->sizeStart;
min = rotationMin;
max = rotationMax;
pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
pLast->rotation = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;;
pLast->color[0] = (float)colorStart[0] / 255;
pLast->color[1] = (float)colorStart[1] / 255;
pLast->color[2] = (float)colorStart[2] / 255;
pLast->color[3] = (float)colorStart[3] / 255;
pLast++;
}
void ParticleSystem::remove(particle * p)
{
if(!isEmpty())
{
*p = *(--pLast);
}
}
void ParticleSystem::setSprite(Image * image)
{
if(this->sprite != 0)
{
this->sprite->release();
this->sprite = 0;
}
this->sprite = image;
}
void ParticleSystem::setBufferSize(unsigned int size)
{
// delete previous data
delete [] pStart;
pLast = pStart = new particle[size];
pEnd = pStart + size;
}
void ParticleSystem::setEmissionRate(int rate)
{
emissionRate = rate;
}
void ParticleSystem::setLifetime(float life)
{
this->life = lifetime = life;
}
void ParticleSystem::setParticleLife(float min, float max)
{
particleLifeMin = min;
if(max == 0)
particleLifeMax = min;
else
particleLifeMax = max;
}
void ParticleSystem::setPosition(float x, float y)
{
position = love::Vector(x, y);
}
void ParticleSystem::setDirection(float direction)
{
this->direction = direction * LOVE_M_TORAD;
}
void ParticleSystem::setSpread(float spread)
{
this->spread = spread * LOVE_M_TORAD;
}
void ParticleSystem::setRelativeDirection(bool relative)
{
this->relative = relative;
}
void ParticleSystem::setSpeed(float speed)
{
speedMin = speedMax = speed;
}
void ParticleSystem::setSpeed(float min, float max)
{
speedMin = min;
speedMax = max;
}
void ParticleSystem::setGravity(float gravity)
{
gravityMin = gravityMax = gravity;
}
void ParticleSystem::setGravity(float min, float max)
{
gravityMin = min;
gravityMax = max;
}
void ParticleSystem::setRadialAcceleration(float acceleration)
{
radialAccelerationMin = radialAccelerationMax = acceleration;
}
void ParticleSystem::setRadialAcceleration(float min, float max)
{
radialAccelerationMin = min;
radialAccelerationMax = max;
}
void ParticleSystem::setTangentialAcceleration(float acceleration)
{
tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
}
void ParticleSystem::setTangentialAcceleration(float min, float max)
{
tangentialAccelerationMin = min;
tangentialAccelerationMax = max;
}
void ParticleSystem::setSize(float size)
{
sizeStart = size;
sizeEnd = size;
}
void ParticleSystem::setSize(float start, float end)
{
sizeStart = start;
sizeEnd = end;
}
void ParticleSystem::setSize(float start, float end, float variation)
{
sizeStart = start;
sizeEnd = end;
sizeVariation = variation;
}
void ParticleSystem::setSizeVariation(float variation)
{
sizeVariation = variation;
}
void ParticleSystem::setRotation(float rotation)
{
rotationMin = rotationMax = rotation;
}
void ParticleSystem::setRotation(float min, float max)
{
rotationMin = min;
rotationMax = max;
}
void ParticleSystem::setSpin(float spin)
{
spinStart = spin * LOVE_M_TORAD;
spinEnd = spin * LOVE_M_TORAD;
}
void ParticleSystem::setSpin(float start, float end)
{
spinStart = start * LOVE_M_TORAD;
spinEnd = end * LOVE_M_TORAD;
}
void ParticleSystem::setSpin(float start, float end, float variation)
{
spinStart = start * LOVE_M_TORAD;
spinEnd = end * LOVE_M_TORAD;
spinVariation = variation * LOVE_M_TORAD;
}
void ParticleSystem::setSpinVariation(float variation)
{
spinVariation = variation * LOVE_M_TORAD;
}
void ParticleSystem::setColor(unsigned char * color)
{
memcpy(colorStart, color, 4);
memcpy(colorEnd, color, 4);
}
void ParticleSystem::setColor(unsigned char * start, unsigned char * end)
{
memcpy(colorStart, start, 4);
memcpy(colorEnd, end, 4);
}
float ParticleSystem::getX() const
{
return position.getX();
}
float ParticleSystem::getY() const
{
return position.getY();
}
float ParticleSystem::getDirection() const
{
return direction * LOVE_M_TODEG;
}
float ParticleSystem::getSpread() const
{
return spread * LOVE_M_TODEG;
}
int ParticleSystem::count() const
{
return (int)(pLast - pStart);
}
void ParticleSystem::start()
{
active = true;
}
void ParticleSystem::stop()
{
active = false;
life = lifetime;
emitCounter = 0;
}
void ParticleSystem::pause()
{
active = false;
}
void ParticleSystem::reset()
{
pLast = pStart;
life = lifetime;
emitCounter = 0;
}
bool ParticleSystem::isActive() const
{
return active;
}
bool ParticleSystem::isEmpty() const
{
return pStart == pLast;
}
bool ParticleSystem::isFull() const
{
return pLast == pEnd;
}
void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const
{
if(sprite == 0) return; // just in case of failure
glPushMatrix();
glPushAttrib(GL_CURRENT_BIT);
glTranslatef(x, y, 0);
glRotatef(angle, 0, 0, 1.0f);
glScalef(sx, sy, 1.0f);
glTranslatef( ox, oy, 0);
particle * p = pStart;
while(p != pLast)
{
glPushMatrix();
glColor4f(p->color[0],p->color[1],p->color[2],p->color[3]);
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);
sprite->draw(0,0, 0, 1, 1, 0, 0);
glPopMatrix();
p++;
}
glPopAttrib();
glPopMatrix();
}
void ParticleSystem::update(float dt)
{
// Traverse all particles and update.
particle * p = pStart;
// Make some more particles.
if(active)
{
float rate = 1.0f / emissionRate; // the amount of time between each particle emit
emitCounter += dt;
while(emitCounter > rate)
{
add();
emitCounter -= rate;
}
/*int particles = (int)(emissionRate * dt);
for(int i = 0; i != particles; i++)
add();*/
life -= dt;
if(lifetime != -1 && life < 0)
stop();
}
while(p != pLast)
{
// Decrease lifespan.
p->life -= dt;
if(p->life > 0)
{
// Temp variables.
love::Vector radial, tangential, gravity(0, p->gravity);
love::Vector ppos(p->position[0], p->position[1]);
// Get vector from particle center to particle.
radial = ppos - position;
radial.normalize();
tangential = radial;
// Resize radial acceleration.
radial *= p->radialAcceleration;
// Calculate tangential acceleration.
{
float a = tangential.getX();
tangential.setX(-tangential.getY());
tangential.setY(a);
}
// Resize tangential.
tangential *= p->tangentialAcceleration;
// Update position.
p->speed += (radial+tangential+gravity)*dt;
// Modify position.
ppos += p->speed * dt;
p->position[0] = ppos.getX();
p->position[1] = ppos.getY();
const float t = p->life / p->lifetime;
// Change size.
p->size = p->sizeEnd - ((p->sizeEnd - p->sizeStart) * t);
// Rotate.
p->rotation += (p->spinStart*(1-t) + p->spinEnd*t)*dt;
// Update color.
p->color[0] = (float)(colorEnd[0]*(1.0f-t) + colorStart[0] * t)/255.0f;
p->color[1] = (float)(colorEnd[1]*(1.0f-t) + colorStart[1] * t)/255.0f;
p->color[2] = (float)(colorEnd[2]*(1.0f-t) + colorStart[2] * t)/255.0f;
p->color[3] = (float)(colorEnd[3]*(1.0f-t) + colorStart[3] * t)/255.0f;
// Next particle.
p++;
}
else
{
remove(p);
if(p >= pLast)
return;
} // else
} // while
}
} // opengl
} // graphics
} // love
@@ -0,0 +1,429 @@
/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H
#define LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H
// LOVE
#include <common/math.h>
#include <common/Vector.h>
#include <graphics/Drawable.h>
#include "Image.h"
namespace love
{
namespace graphics
{
namespace opengl
{
// Represents a single particle.
struct particle
{
float lifetime;
float life;
float position[2];
float direction;
love::Vector speed;
float gravity;
float radialAcceleration;
float tangentialAcceleration;
float size;
float sizeStart;
float sizeEnd;
float rotation;
float spinStart;
float spinEnd;
float color[4];
};
/**
* A class for creating, moving and drawing particles.
* A big thanks to bobthebloke.org
**/
class ParticleSystem : public Drawable
{
protected:
// The max amount of particles.
unsigned int bufferSize;
// Pointer to the first particle.
particle * pStart;
// Pointer to the next available free space.
particle * pLast;
// Pointer to the end of the memory allocation.
particle * pEnd;
// The sprite to be drawn.
Image * sprite;
// Whether the particle emitter is active.
bool active;
// The emission rate (particles/sec).
int emissionRate;
// Used to determine when a particle should be emitted.
float emitCounter;
// The relative position of the particle emitter.
love::Vector position;
// The lifetime of the particle emitter (-1 means infinite) and the life it has left.
float lifetime;
float life;
// The particle life.
float particleLifeMin;
float particleLifeMax;
// The direction (and spread) the particles will be emitted in. Measured in radians.
float direction;
float spread;
// Whether the direction should be relative to the emitter's movement.
bool relative;
// The speed.
float speedMin;
float speedMax;
// Acceleration towards the bottom of the screen
float gravityMin;
float gravityMax;
// Acceleration towards the emitter's center
float radialAccelerationMin;
float radialAccelerationMax;
// Acceleration perpendicular to the particle's direction.
float tangentialAccelerationMin;
float tangentialAccelerationMax;
// Size.
float sizeStart;
float sizeEnd;
float sizeVariation;
// Rotation
float rotationMin;
float rotationMax;
// Spin.
float spinStart;
float spinEnd;
float spinVariation;
// Color.
unsigned char colorStart[4];
unsigned char colorEnd[4];
void add();
void remove(particle * p);
public:
/**
* Creates a particle system with the specified buffersize and sprite.
**/
ParticleSystem(Image * sprite, unsigned int buffer);
/**
* Deletes any allocated memory.
**/
virtual ~ParticleSystem();
/**
* Sets the sprite used in the particle system.
* @param sprite The new sprite.
**/
void setSprite(Image * image);
/**
* Clears the current buffer and allocates the appropriate amount of space for the buffer.
* @param size The new buffer size.
**/
void setBufferSize(unsigned int size);
/**
* Sets the emission rate.
* @param rate The amount of particles per second.
**/
void setEmissionRate(int rate);
/**
* Sets the lifetime of the particle emitter (-1 means eternal)
* @param life The lifetime (in seconds).
**/
void setLifetime(float life);
/**
* Sets the life range of the particles.
* @param lifeMin The minimum life.
* @param lifeMax The maximum life (if 0, then becomes the same as minimum life).
**/
void setParticleLife(float min, float max = 0);
/**
* Sets the position of the center of the emitter and the direction (if set to relative).
* Used to move the emitter without changing the position of already existing particles.
* @param x The x-coordinate.
* @param y The y-coordinate.
**/
void setPosition(float x, float y);
/**
* Sets the direction and the spread of the particle emitter.
* @param direction The direction (in degrees).
**/
void setDirection(float direction);
/**
* Sets the spread of the particle emitter.
* @param spread The spread (in degrees).
**/
void setSpread(float spread);
/**
* Sets whether the direction should be relative to the particle emitters movement. Used in conjunction with setPosition.
* @param relative Whether to have relative direction.
**/
void setRelativeDirection(bool relative);
/**
* Sets the speed of the particles.
* @param speed The speed.
**/
void setSpeed(float speed);
/**
* Sets the speed of the particles.
* @param min The minimum speed.
* @param max The maximum speed.
**/
void setSpeed(float min, float max);
/**
* Sets the gravity of the particles (the acceleration along the y-axis).
* @param gravity The amount of gravity.
**/
void setGravity(float gravity);
/**
* Sets the gravity of the particles (the acceleration along the y-axis).
* @param min The minimum gravity.
* @param max The maximum gravity.
**/
void setGravity(float min, float max);
/**
* Sets the radial acceleration (the acceleration towards the particle emitter).
* @param acceleration The amount of acceleration.
**/
void setRadialAcceleration(float acceleration);
/**
* Sets the radial acceleration (the acceleration towards the particle emitter).
* @param min The minimum acceleration.
* @param max The maximum acceleration.
**/
void setRadialAcceleration(float min, float max);
/**
* Sets the tangential acceleration (the acceleration perpendicular to the particle's direction).
* @param acceleration The amount of acceleration.
**/
void setTangentialAcceleration(float acceleration);
/**
* Sets the tangential acceleration (the acceleration perpendicular to the particle's direction).
* @param min The minimum acceleration.
* @param max The maximum acceleration.
**/
void setTangentialAcceleration(float min, float max);
/**
* Sets the size of the sprite (1.0 being the default size).
* @param size The size of the sprite.
**/
void setSize(float size);
/**
* Sets the size of the sprite upon creation and upon death (1.0 being the default size).
* @param start The size of the sprite upon creation
* @param end The size of the sprite upon death.
**/
void setSize(float start, float end);
/**
* Sets the size of the sprite upon creation and upon death (1.0 being the default size) and any variation.
* @param start The size of the sprite upon creation
* @param end The size of the sprite upon death.
* @param variation The amount of variation on the starting size (0 being no variation and 1.0 a random size between start and end).
**/
void setSize(float start, float end, float variation);
/**
* Sets the amount of variation to the sprite's beginning size (0 being no variation and 1.0 a random size between start and end).
* @param variation The amount of variation.
**/
void setSizeVariation(float variation);
/**
* Sets the amount of rotation a sprite starts out with.
* @param rotation The amount of rotation.
**/
void setRotation(float rotation);
/**
* Sets the amount of rotation a sprite starts out with (a random value between min and max).
* @param min The minimum amount of rotation.
* @param max The maximum amount of rotation.
**/
void setRotation(float min, float max);
/**
* Sets the spin of the sprite.
* @param spin The spin of the sprite (in degrees).
**/
void setSpin(float spin);
/**
* Sets the spin of the sprite upon particle creation and death.
* @param start The spin of the sprite upon creation (in degrees).
* @param end The spin of the sprite upon death (in degrees).
**/
void setSpin(float start, float end);
/**
* Sets the spin of the sprite upon particle creation and death and the variation.
* @param start The spin of the sprite upon creation (in degrees).
* @param end The spin of the sprite upon death (in degrees).
* @param variation The variation of the start spin (0 being no variation and 1 beign a random spin between start and end).
**/
void setSpin(float start, float end, float variation);
/**
* Sets the variation of the start spin (0 being no variation and 1 beign a random spin between start and end).
* @param variation The variation in degrees.
**/
void setSpinVariation(float variation);
/**
* Sets the color of the particles.
* @param color The color.
**/
void setColor(unsigned char * color);
/**
* Sets the color of the particles.
* @param start The color of the particle when created.
* @param end The color of the particle upon death.
**/
void setColor(unsigned char * start, unsigned char * end);
/**
* Returns the x-coordinate of the emitter's position.
**/
float getX() const;
/**
* Returns the y-coordinate of the emitter's position.
**/
float getY() const;
/**
* Returns the direction of the emitter (in degrees).
**/
float getDirection() const;
/**
* Returns the directional spread of the emitter (in degrees).
**/
float getSpread() const;
/**
* Returns the amount of particles that are currently active in the system.
**/
int count() const;
/**
* Starts/resumes the particle emitter.
**/
void start();
/**
* Stops the particle emitter and resets.
**/
void stop();
/**
* Pauses the particle emitter.
**/
void pause();
/**
* Resets the particle emitter.
**/
void reset();
/**
* Returns whether the particle emitter is active.
**/
bool isActive() const;
/**
* Returns whether the particle system is empty of particles or not.
**/
bool isEmpty() const;
/**
* Returns whether the amount of particles has reached the buffer limit or not.
**/
bool isFull() const;
/**
* Draws the particle emitter at the specified position.
* @param x The x-coordinate.
* @param y The y-coordinate.
**/
virtual void draw(float x, float y, float angle, float sx, float sy, float ox, float oy) const;
/**
* Updates the particle system.
* @param dt Time since last update.
**/
void update(float dt);
};
} // opengl
} // graphics
} // love
#endif // LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H
@@ -758,7 +758,8 @@ namespace opengl
luaopen_image,
luaopen_glyph,
luaopen_frame,
luaopen_spritebatch,
luaopen_spritebatch,
luaopen_particlesystem,
0
};
@@ -27,6 +27,7 @@
#include "wrap_Glyph.h"
#include "wrap_Quad.h"
#include "wrap_SpriteBatch.h"
#include "wrap_ParticleSystem.h"
#include "Graphics.h"
namespace love
@@ -0,0 +1,352 @@
/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_ParticleSystem.h"
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
ParticleSystem * luax_checkparticlesystem(lua_State * L, int idx)
{
return luax_checktype<ParticleSystem>(L, idx, "ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_T);
}
int w_ParticleSystem_setSprite(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
Image * i = luax_checkimage(L, 2);
t->setSprite(i);
return 0;
}
int w_ParticleSystem_setBufferSize(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setBufferSize((unsigned int)arg1);
return 0;
}
int w_ParticleSystem_setEmissionRate(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setEmissionRate((unsigned int)arg1);
return 0;
}
int w_ParticleSystem_setLifetime(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setLifetime(arg1);
return 0;
}
int w_ParticleSystem_setParticleLife(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setParticleLife(arg1, arg2);
return 0;
}
int w_ParticleSystem_setPosition(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setPosition(arg1, arg2);
return 0;
}
int w_ParticleSystem_setDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setDirection(arg1);
return 0;
}
int w_ParticleSystem_setSpread(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpread(arg1);
return 0;
}
int w_ParticleSystem_setRelativeDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
bool arg1 = (bool)luax_toboolean(L, 2);
t->setRelativeDirection(arg1);
return 0;
}
int w_ParticleSystem_setSpeed(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setSpeed(arg1, arg2);
return 0;
}
int w_ParticleSystem_setGravity(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setGravity(arg1, arg2);
return 0;
}
int w_ParticleSystem_setRadialAcceleration(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRadialAcceleration(arg1, arg2);
return 0;
}
int w_ParticleSystem_setTangentialAcceleration(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setTangentialAcceleration(arg1, arg2);
return 0;
}
int w_ParticleSystem_setSize(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
float arg3 = (float)luaL_optnumber(L, 3, 0);
t->setSize(arg1, arg2, arg3);
return 0;
}
int w_ParticleSystem_setSizeVariation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSizeVariation(arg1);
return 0;
}
int w_ParticleSystem_setRotation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRotation(arg1, arg2);
return 0;
}
int w_ParticleSystem_setSpin(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
float arg3 = (float)luaL_optnumber(L, 3, 0);
t->setSpin(arg1, arg2, arg3);
return 0;
}
int w_ParticleSystem_setSpinVariation(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpinVariation(arg1);
return 0;
}
int w_ParticleSystem_setColor(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
unsigned char start[4];
start[0] = (unsigned char)luaL_checkint(L, 2);
start[1] = (unsigned char)luaL_checkint(L, 3);
start[2] = (unsigned char)luaL_checkint(L, 4);
start[3] = (unsigned char)luaL_checkint(L, 5);
if(lua_gettop(L) > 5)
{
unsigned char end[4];
end[0] = (unsigned char)luaL_checkint(L, 6);
end[1] = (unsigned char)luaL_checkint(L, 7);
end[2] = (unsigned char)luaL_checkint(L, 8);
end[3] = (unsigned char)luaL_checkint(L, 9);
t->setColor(start, end);
}
else
t->setColor(start);
return 0;
}
int w_ParticleSystem_getX(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getX());
return 1;
}
int w_ParticleSystem_getY(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getY());
return 1;
}
int w_ParticleSystem_getDirection(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getDirection());
return 1;
}
int w_ParticleSystem_getSpread(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getSpread());
return 1;
}
int w_ParticleSystem_count(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->count());
return 1;
}
int w_ParticleSystem_start(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->start();
return 0;
}
int w_ParticleSystem_stop(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->stop();
return 0;
}
int w_ParticleSystem_pause(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->pause();
return 0;
}
int w_ParticleSystem_reset(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
t->reset();
return 0;
}
int w_ParticleSystem_isActive(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isActive());
return 1;
}
int w_ParticleSystem_isEmpty(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isEmpty());
return 1;
}
int w_ParticleSystem_isFull(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isFull());
return 1;
}
int w_ParticleSystem_update(lua_State * L)
{
ParticleSystem * t = luax_checkparticlesystem(L, 1);
float dt = (float)luaL_checknumber(L, 2);
t->update(dt);
return 0;
}
static const luaL_Reg functions[] = {
{ "setSprite", w_ParticleSystem_setSprite },
{ "setBufferSize", w_ParticleSystem_setBufferSize },
{ "setEmissionRate", w_ParticleSystem_setEmissionRate },
{ "setLifeTime", w_ParticleSystem_setLifetime },
{ "setParticleLife", w_ParticleSystem_setParticleLife },
{ "setPosition", w_ParticleSystem_setPosition },
{ "setDirection", w_ParticleSystem_setDirection },
{ "setSpread", w_ParticleSystem_setSpread },
{ "setRelativeDirection", w_ParticleSystem_setRelativeDirection },
{ "setSpeed", w_ParticleSystem_setSpeed },
{ "setGravity", w_ParticleSystem_setGravity },
{ "setRadialAcceleration", w_ParticleSystem_setRadialAcceleration },
{ "setTangentialAcceleration", w_ParticleSystem_setTangentialAcceleration },
{ "setSize", w_ParticleSystem_setSize },
{ "setSizeVariation", w_ParticleSystem_setSizeVariation },
{ "setRotation", w_ParticleSystem_setRotation },
{ "setSpin", w_ParticleSystem_setSpin },
{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
{ "setColor", w_ParticleSystem_setColor },
{ "getX", w_ParticleSystem_getX },
{ "getY", w_ParticleSystem_getY },
{ "getDirection", w_ParticleSystem_getDirection },
{ "getSpread", w_ParticleSystem_getSpread },
{ "count", w_ParticleSystem_count },
{ "start", w_ParticleSystem_start },
{ "stop", w_ParticleSystem_stop },
{ "pause", w_ParticleSystem_pause },
{ "reset", w_ParticleSystem_reset },
{ "isActive", w_ParticleSystem_isActive },
{ "isEmpty", w_ParticleSystem_isEmpty },
{ "isFull", w_ParticleSystem_isFull },
{ "update", w_ParticleSystem_update },
{ 0, 0 }
};
int luaopen_particlesystem(lua_State * L)
{
return luax_register_type(L, "ParticleSystem", functions);
}
} // opengl
} // graphics
} // love
@@ -0,0 +1,74 @@
/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#ifndef LOVE_GRAPHICS_OPENGL_WRAP_PARTICLE_SYSTEM_H
#define LOVE_GRAPHICS_OPENGL_WRAP_PARTICLE_SYSTEM_H
// LOVE
#include <common/runtime.h>
#include "wrap_Image.h"
#include "ParticleSystem.h"
namespace love
{
namespace graphics
{
namespace opengl
{
ParticleSystem * luax_checkparticlesystem(lua_State * L, int idx);
int w_ParticleSystem_setSprite(lua_State * L);
int w_ParticleSystem_setBufferSize(lua_State * L);
int w_ParticleSystem_setEmissionRate(lua_State * L);
int w_ParticleSystem_setLifetime(lua_State * L);
int w_ParticleSystem_setParticleLife(lua_State * L);
int w_ParticleSystem_setPosition(lua_State * L);
int w_ParticleSystem_setDirection(lua_State * L);
int w_ParticleSystem_setSpread(lua_State * L);
int w_ParticleSystem_setRelativeDirection(lua_State * L);
int w_ParticleSystem_setSpeed(lua_State * L);
int w_ParticleSystem_setGravity(lua_State * L);
int w_ParticleSystem_setRadialAcceleration(lua_State * L);
int w_ParticleSystem_setTangentialAcceleration(lua_State * L);
int w_ParticleSystem_setSize(lua_State * L);
int w_ParticleSystem_setSizeVariation(lua_State * L);
int w_ParticleSystem_setRotation(lua_State * L);
int w_ParticleSystem_setSpin(lua_State * L);
int w_ParticleSystem_setSpinVariation(lua_State * L);
int w_ParticleSystem_setColor(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_count(lua_State * L);
int w_ParticleSystem_start(lua_State * L);
int w_ParticleSystem_stop(lua_State * L);
int w_ParticleSystem_pause(lua_State * L);
int w_ParticleSystem_reset(lua_State * L);
int w_ParticleSystem_isActive(lua_State * L);
int w_ParticleSystem_isEmpty(lua_State * L);
int w_ParticleSystem_isFull(lua_State * L);
int w_ParticleSystem_update(lua_State * L);
int luaopen_particlesystem(lua_State * L);
} // opengl
} // graphics
} // love
#endif // LOVE_GRAPHICS_OPENGL_WRAP_PARTICLE_SYSTEM_H