Rename ParticleSystem:setAreaSpread to setEmissionArea, and move the functionality from setAreaSpreadAngle/setAreSpreadIsRelativeDirection into setEmissionArea. Resolves issue #1311.

This commit is contained in:
Alex Szpakowski
2018-01-13 21:11:07 -04:00
parent 2459752c06
commit ac52666c6f
3 changed files with 134 additions and 148 deletions
+55 -69
View File
@@ -65,9 +65,9 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
, activeParticles(0)
, emissionRate(0)
, emitCounter(0)
, areaSpreadDistribution(DISTRIBUTION_NONE)
, areaSpreadAngle(0)
, areaSpreadIsRelativeDirection(false)
, emissionAreaDistribution(DISTRIBUTION_NONE)
, emissionAreaAngle(0)
, directionRelativeToEmissionCenter(false)
, lifetime(-1)
, life(0)
, particleLifeMin(0)
@@ -122,10 +122,10 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
, emitCounter(0.0f)
, position(p.position)
, prevPosition(p.prevPosition)
, areaSpreadDistribution(p.areaSpreadDistribution)
, areaSpread(p.areaSpread)
, areaSpreadAngle(p.areaSpreadAngle)
, areaSpreadIsRelativeDirection(p.areaSpreadIsRelativeDirection)
, emissionAreaDistribution(p.emissionAreaDistribution)
, emissionArea(p.emissionArea)
, emissionAreaAngle(p.emissionAreaAngle)
, directionRelativeToEmissionCenter(p.directionRelativeToEmissionCenter)
, lifetime(p.lifetime)
, life(p.lifetime) // Initialize with the maximum life time.
, particleLifeMin(p.particleLifeMin)
@@ -275,61 +275,67 @@ void ParticleSystem::initParticle(Particle *p, float t)
// In this switch statement, variables 'rand_y', 'min', and 'max'
// are sometimes reused as data stores for performance reasons
float rand_x, rand_y;
switch (areaSpreadDistribution)
float c, s;
switch (emissionAreaDistribution)
{
case DISTRIBUTION_UNIFORM:
rand_x = (float) rng.random(-areaSpread.x, areaSpread.x);
rand_y = (float) rng.random(-areaSpread.y, areaSpread.y);
p->position.x += cosf(areaSpreadAngle) * rand_x - sinf(areaSpreadAngle) * rand_y;
p->position.y += sinf(areaSpreadAngle) * rand_x + cosf(areaSpreadAngle) * rand_y;
c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
rand_x = (float) rng.random(-emissionArea.x, emissionArea.x);
rand_y = (float) rng.random(-emissionArea.y, emissionArea.y);
p->position.x += c * rand_x - s * rand_y;
p->position.y += s * rand_x + c * rand_y;
break;
case DISTRIBUTION_NORMAL:
rand_x = (float) rng.randomNormal(areaSpread.x);
rand_y = (float) rng.randomNormal(areaSpread.y);
p->position.x += cosf(areaSpreadAngle) * rand_x - sinf(areaSpreadAngle) * rand_y;
p->position.y += sinf(areaSpreadAngle) * rand_x + cosf(areaSpreadAngle) * rand_y;
c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
rand_x = (float) rng.randomNormal(emissionArea.x);
rand_y = (float) rng.randomNormal(emissionArea.y);
p->position.x += c * rand_x - s * rand_y;
p->position.y += s * rand_x + c * rand_y;
break;
case DISTRIBUTION_ELLIPSE:
c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
rand_x = (float) rng.random(-1, 1);
rand_y = (float) rng.random(-1, 1);
min = areaSpread.x * (rand_x * sqrt(1 - 0.5f*pow(rand_y, 2)));
max = areaSpread.y * (rand_y * sqrt(1 - 0.5f*pow(rand_x, 2)));
p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * max;
p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * max;
min = emissionArea.x * (rand_x * sqrt(1 - 0.5f*pow(rand_y, 2)));
max = emissionArea.y * (rand_y * sqrt(1 - 0.5f*pow(rand_x, 2)));
p->position.x += c * min - s * max;
p->position.y += s * min + c * max;
break;
case DISTRIBUTION_BORDER_ELLIPSE:
c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
rand_x = (float) rng.random(0, LOVE_M_PI * 2);
min = cosf(rand_x) * areaSpread.x;
max = sinf(rand_x) * areaSpread.y;
p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * max;
p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * max;
min = cosf(rand_x) * emissionArea.x;
max = sinf(rand_x) * emissionArea.y;
p->position.x += c * min - s * max;
p->position.y += s * min + c * max;
break;
case DISTRIBUTION_BORDER_RECTANGLE:
rand_x = (float) rng.random((areaSpread.x + areaSpread.y) * -2, (areaSpread.x + areaSpread.y) * 2);
rand_y = areaSpread.y * 2;
c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
rand_x = (float) rng.random((emissionArea.x + emissionArea.y) * -2, (emissionArea.x + emissionArea.y) * 2);
rand_y = emissionArea.y * 2;
if (rand_x < -rand_y)
{
min = rand_x + rand_y + areaSpread.x;
p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * -areaSpread.y;
p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * -areaSpread.y;
min = rand_x + rand_y + emissionArea.x;
p->position.x += c * min - s * -emissionArea.y;
p->position.y += s * min + c * -emissionArea.y;
}
else if (rand_x < 0)
{
max = rand_x + areaSpread.y;
p->position.x += cosf(areaSpreadAngle) * -areaSpread.x - sinf(areaSpreadAngle) * max;
p->position.y += sinf(areaSpreadAngle) * -areaSpread.x + cosf(areaSpreadAngle) * max;
max = rand_x + emissionArea.y;
p->position.x += c * -emissionArea.x - s * max;
p->position.y += s * -emissionArea.x + c * max;
}
else if (rand_x < rand_y)
{
max = rand_x - areaSpread.y;
p->position.x += cosf(areaSpreadAngle) * areaSpread.x - sinf(areaSpreadAngle) * max;
p->position.y += sinf(areaSpreadAngle) * areaSpread.x + cosf(areaSpreadAngle) * max;
max = rand_x - emissionArea.y;
p->position.x += c * emissionArea.x - s * max;
p->position.y += s * emissionArea.x + c * max;
}
else
{
min = rand_x - rand_y - areaSpread.x;
p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * areaSpread.y;
p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * areaSpread.y;
min = rand_x - rand_y - emissionArea.x;
p->position.x += c * min - s * emissionArea.y;
p->position.y += s * min + c * emissionArea.y;
}
break;
case DISTRIBUTION_NONE:
@@ -338,7 +344,7 @@ void ParticleSystem::initParticle(Particle *p, float t)
}
// Determine if the origin of each particle is the center of the area
if (areaSpreadIsRelativeDirection)
if (directionRelativeToEmissionCenter)
dir += atan2(p->position.y - pos.y, p->position.x - pos.x);
p->origin = pos;
@@ -571,40 +577,20 @@ void ParticleSystem::moveTo(float x, float y)
position = love::Vector2(x, y);
}
void ParticleSystem::setAreaSpread(AreaSpreadDistribution distribution, float x, float y)
void ParticleSystem::setEmissionArea(AreaSpreadDistribution distribution, float x, float y, float angle, bool directionRelativeToCenter)
{
areaSpread = love::Vector2(x, y);
areaSpreadDistribution = distribution;
emissionArea = love::Vector2(x, y);
emissionAreaDistribution = distribution;
emissionAreaAngle = angle;
directionRelativeToEmissionCenter = directionRelativeToCenter;
}
ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const
ParticleSystem::AreaSpreadDistribution ParticleSystem::getEmissionArea(love::Vector2 &params, float &angle, bool &directionRelativeToCenter) const
{
return areaSpreadDistribution;
}
const love::Vector2 &ParticleSystem::getAreaSpreadParameters() const
{
return areaSpread;
}
void ParticleSystem::setAreaSpreadAngle(float angle)
{
areaSpreadAngle = angle;
}
float ParticleSystem::getAreaSpreadAngle() const
{
return areaSpreadAngle;
}
void ParticleSystem::setAreaSpreadIsRelativeDirection(bool isRelativeDirection)
{
areaSpreadIsRelativeDirection = isRelativeDirection;
}
bool ParticleSystem::getAreaSpreadIsRelativeDirection() const
{
return areaSpreadIsRelativeDirection;
params = emissionArea;
angle = emissionAreaAngle;
directionRelativeToCenter = directionRelativeToEmissionCenter;
return emissionAreaDistribution;
}
void ParticleSystem::setDirection(float direction)