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Rename ParticleSystem:setAreaSpread to setEmissionArea, and move the functionality from setAreaSpreadAngle/setAreSpreadIsRelativeDirection into setEmissionArea. Resolves issue #1311.
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@@ -65,9 +65,9 @@ ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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, activeParticles(0)
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, emissionRate(0)
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, emitCounter(0)
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, areaSpreadDistribution(DISTRIBUTION_NONE)
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, areaSpreadAngle(0)
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, areaSpreadIsRelativeDirection(false)
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, emissionAreaDistribution(DISTRIBUTION_NONE)
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, emissionAreaAngle(0)
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, directionRelativeToEmissionCenter(false)
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, lifetime(-1)
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, life(0)
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, particleLifeMin(0)
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@@ -122,10 +122,10 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
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, emitCounter(0.0f)
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, position(p.position)
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, prevPosition(p.prevPosition)
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, areaSpreadDistribution(p.areaSpreadDistribution)
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, areaSpread(p.areaSpread)
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, areaSpreadAngle(p.areaSpreadAngle)
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, areaSpreadIsRelativeDirection(p.areaSpreadIsRelativeDirection)
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, emissionAreaDistribution(p.emissionAreaDistribution)
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, emissionArea(p.emissionArea)
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, emissionAreaAngle(p.emissionAreaAngle)
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, directionRelativeToEmissionCenter(p.directionRelativeToEmissionCenter)
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, lifetime(p.lifetime)
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, life(p.lifetime) // Initialize with the maximum life time.
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, particleLifeMin(p.particleLifeMin)
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@@ -275,61 +275,67 @@ void ParticleSystem::initParticle(Particle *p, float t)
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// In this switch statement, variables 'rand_y', 'min', and 'max'
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// are sometimes reused as data stores for performance reasons
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float rand_x, rand_y;
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switch (areaSpreadDistribution)
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float c, s;
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switch (emissionAreaDistribution)
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{
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case DISTRIBUTION_UNIFORM:
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rand_x = (float) rng.random(-areaSpread.x, areaSpread.x);
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rand_y = (float) rng.random(-areaSpread.y, areaSpread.y);
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p->position.x += cosf(areaSpreadAngle) * rand_x - sinf(areaSpreadAngle) * rand_y;
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p->position.y += sinf(areaSpreadAngle) * rand_x + cosf(areaSpreadAngle) * rand_y;
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c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
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rand_x = (float) rng.random(-emissionArea.x, emissionArea.x);
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rand_y = (float) rng.random(-emissionArea.y, emissionArea.y);
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p->position.x += c * rand_x - s * rand_y;
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p->position.y += s * rand_x + c * rand_y;
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break;
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case DISTRIBUTION_NORMAL:
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rand_x = (float) rng.randomNormal(areaSpread.x);
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rand_y = (float) rng.randomNormal(areaSpread.y);
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p->position.x += cosf(areaSpreadAngle) * rand_x - sinf(areaSpreadAngle) * rand_y;
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p->position.y += sinf(areaSpreadAngle) * rand_x + cosf(areaSpreadAngle) * rand_y;
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c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
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rand_x = (float) rng.randomNormal(emissionArea.x);
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rand_y = (float) rng.randomNormal(emissionArea.y);
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p->position.x += c * rand_x - s * rand_y;
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p->position.y += s * rand_x + c * rand_y;
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break;
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case DISTRIBUTION_ELLIPSE:
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c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
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rand_x = (float) rng.random(-1, 1);
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rand_y = (float) rng.random(-1, 1);
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min = areaSpread.x * (rand_x * sqrt(1 - 0.5f*pow(rand_y, 2)));
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max = areaSpread.y * (rand_y * sqrt(1 - 0.5f*pow(rand_x, 2)));
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p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * max;
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p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * max;
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min = emissionArea.x * (rand_x * sqrt(1 - 0.5f*pow(rand_y, 2)));
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max = emissionArea.y * (rand_y * sqrt(1 - 0.5f*pow(rand_x, 2)));
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p->position.x += c * min - s * max;
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p->position.y += s * min + c * max;
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break;
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case DISTRIBUTION_BORDER_ELLIPSE:
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c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
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rand_x = (float) rng.random(0, LOVE_M_PI * 2);
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min = cosf(rand_x) * areaSpread.x;
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max = sinf(rand_x) * areaSpread.y;
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p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * max;
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p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * max;
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min = cosf(rand_x) * emissionArea.x;
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max = sinf(rand_x) * emissionArea.y;
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p->position.x += c * min - s * max;
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p->position.y += s * min + c * max;
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break;
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case DISTRIBUTION_BORDER_RECTANGLE:
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rand_x = (float) rng.random((areaSpread.x + areaSpread.y) * -2, (areaSpread.x + areaSpread.y) * 2);
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rand_y = areaSpread.y * 2;
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c = cosf(emissionAreaAngle); s = sinf(emissionAreaAngle);
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rand_x = (float) rng.random((emissionArea.x + emissionArea.y) * -2, (emissionArea.x + emissionArea.y) * 2);
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rand_y = emissionArea.y * 2;
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if (rand_x < -rand_y)
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{
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min = rand_x + rand_y + areaSpread.x;
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p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * -areaSpread.y;
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p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * -areaSpread.y;
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min = rand_x + rand_y + emissionArea.x;
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p->position.x += c * min - s * -emissionArea.y;
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p->position.y += s * min + c * -emissionArea.y;
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}
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else if (rand_x < 0)
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{
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max = rand_x + areaSpread.y;
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p->position.x += cosf(areaSpreadAngle) * -areaSpread.x - sinf(areaSpreadAngle) * max;
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p->position.y += sinf(areaSpreadAngle) * -areaSpread.x + cosf(areaSpreadAngle) * max;
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max = rand_x + emissionArea.y;
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p->position.x += c * -emissionArea.x - s * max;
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p->position.y += s * -emissionArea.x + c * max;
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}
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else if (rand_x < rand_y)
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{
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max = rand_x - areaSpread.y;
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p->position.x += cosf(areaSpreadAngle) * areaSpread.x - sinf(areaSpreadAngle) * max;
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p->position.y += sinf(areaSpreadAngle) * areaSpread.x + cosf(areaSpreadAngle) * max;
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max = rand_x - emissionArea.y;
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p->position.x += c * emissionArea.x - s * max;
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p->position.y += s * emissionArea.x + c * max;
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}
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else
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{
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min = rand_x - rand_y - areaSpread.x;
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p->position.x += cosf(areaSpreadAngle) * min - sinf(areaSpreadAngle) * areaSpread.y;
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p->position.y += sinf(areaSpreadAngle) * min + cosf(areaSpreadAngle) * areaSpread.y;
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min = rand_x - rand_y - emissionArea.x;
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p->position.x += c * min - s * emissionArea.y;
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p->position.y += s * min + c * emissionArea.y;
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}
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break;
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case DISTRIBUTION_NONE:
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@@ -338,7 +344,7 @@ void ParticleSystem::initParticle(Particle *p, float t)
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}
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// Determine if the origin of each particle is the center of the area
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if (areaSpreadIsRelativeDirection)
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if (directionRelativeToEmissionCenter)
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dir += atan2(p->position.y - pos.y, p->position.x - pos.x);
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p->origin = pos;
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@@ -571,40 +577,20 @@ void ParticleSystem::moveTo(float x, float y)
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position = love::Vector2(x, y);
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}
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void ParticleSystem::setAreaSpread(AreaSpreadDistribution distribution, float x, float y)
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void ParticleSystem::setEmissionArea(AreaSpreadDistribution distribution, float x, float y, float angle, bool directionRelativeToCenter)
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{
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areaSpread = love::Vector2(x, y);
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areaSpreadDistribution = distribution;
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emissionArea = love::Vector2(x, y);
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emissionAreaDistribution = distribution;
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emissionAreaAngle = angle;
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directionRelativeToEmissionCenter = directionRelativeToCenter;
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}
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ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const
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ParticleSystem::AreaSpreadDistribution ParticleSystem::getEmissionArea(love::Vector2 ¶ms, float &angle, bool &directionRelativeToCenter) const
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{
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return areaSpreadDistribution;
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}
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const love::Vector2 &ParticleSystem::getAreaSpreadParameters() const
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{
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return areaSpread;
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}
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void ParticleSystem::setAreaSpreadAngle(float angle)
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{
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areaSpreadAngle = angle;
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}
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float ParticleSystem::getAreaSpreadAngle() const
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{
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return areaSpreadAngle;
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}
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void ParticleSystem::setAreaSpreadIsRelativeDirection(bool isRelativeDirection)
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{
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areaSpreadIsRelativeDirection = isRelativeDirection;
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}
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bool ParticleSystem::getAreaSpreadIsRelativeDirection() const
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{
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return areaSpreadIsRelativeDirection;
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params = emissionArea;
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angle = emissionAreaAngle;
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directionRelativeToCenter = directionRelativeToEmissionCenter;
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return emissionAreaDistribution;
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}
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void ParticleSystem::setDirection(float direction)
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