Moved most of the ParticleSystem code from modules/graphics/opengl/ to modules/graphics/

This commit is contained in:
Alex Szpakowski
2015-11-25 04:29:00 -04:00
parent b0c19ef2c5
commit ac99a47386
6 changed files with 1699 additions and 1568 deletions
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/**
* Copyright (c) 2006-2015 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.
**/
//LOVE
#include "common/config.h"
#include "ParticleSystem.h"
#include "common/math.h"
#include "modules/math/RandomGenerator.h"
// STD
#include <algorithm>
#include <cmath>
#include <cstdlib>
namespace love
{
namespace graphics
{
namespace
{
love::math::RandomGenerator rng;
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 = (float) rng.random();
return low*(1-r)+high*r;
}
} // anonymous namespace
ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
: pMem(nullptr)
, pFree(nullptr)
, pHead(nullptr)
, pTail(nullptr)
, texture(texture)
, active(true)
, insertMode(INSERT_MODE_TOP)
, maxParticles(0)
, activeParticles(0)
, emissionRate(0)
, emitCounter(0)
, areaSpreadDistribution(DISTRIBUTION_NONE)
, lifetime(-1)
, life(0)
, particleLifeMin(0)
, particleLifeMax(0)
, direction(0)
, spread(0)
, speedMin(0)
, speedMax(0)
, linearAccelerationMin(0, 0)
, linearAccelerationMax(0, 0)
, radialAccelerationMin(0)
, radialAccelerationMax(0)
, tangentialAccelerationMin(0)
, tangentialAccelerationMax(0)
, linearDampingMin(0.0f)
, linearDampingMax(0.0f)
, sizeVariation(0)
, rotationMin(0)
, rotationMax(0)
, spinStart(0)
, spinEnd(0)
, spinVariation(0)
, offset(float(texture->getWidth())*0.5f, float(texture->getHeight())*0.5f)
, defaultOffset(true)
, relativeRotation(false)
{
if (size == 0 || size > MAX_PARTICLES)
throw love::Exception("Invalid ParticleSystem size.");
sizes.push_back(1.0f);
colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
setBufferSize(size);
}
ParticleSystem::ParticleSystem(const ParticleSystem &p)
: pMem(nullptr)
, pFree(nullptr)
, pHead(nullptr)
, pTail(nullptr)
, texture(p.texture)
, active(p.active)
, insertMode(p.insertMode)
, maxParticles(p.maxParticles)
, activeParticles(0)
, emissionRate(p.emissionRate)
, emitCounter(0.0f)
, position(p.position)
, prevPosition(p.prevPosition)
, areaSpreadDistribution(p.areaSpreadDistribution)
, areaSpread(p.areaSpread)
, lifetime(p.lifetime)
, life(p.lifetime) // Initialize with the maximum life time.
, particleLifeMin(p.particleLifeMin)
, particleLifeMax(p.particleLifeMax)
, direction(p.direction)
, spread(p.spread)
, speedMin(p.speedMin)
, speedMax(p.speedMax)
, linearAccelerationMin(p.linearAccelerationMin)
, linearAccelerationMax(p.linearAccelerationMax)
, radialAccelerationMin(p.radialAccelerationMin)
, radialAccelerationMax(p.radialAccelerationMax)
, tangentialAccelerationMin(p.tangentialAccelerationMin)
, tangentialAccelerationMax(p.tangentialAccelerationMax)
, linearDampingMin(p.linearDampingMin)
, linearDampingMax(p.linearDampingMax)
, sizes(p.sizes)
, sizeVariation(p.sizeVariation)
, rotationMin(p.rotationMin)
, rotationMax(p.rotationMax)
, spinStart(p.spinStart)
, spinEnd(p.spinEnd)
, spinVariation(p.spinVariation)
, offset(p.offset)
, defaultOffset(p.defaultOffset)
, colors(p.colors)
, quads(p.quads)
, relativeRotation(p.relativeRotation)
{
setBufferSize(maxParticles);
}
ParticleSystem::~ParticleSystem()
{
deleteBuffers();
}
void ParticleSystem::resetOffset()
{
if (quads.empty())
offset = love::Vector(float(texture->getWidth())*0.5f, float(texture->getHeight())*0.5f);
else
{
Quad::Viewport v = quads[0]->getViewport();
offset = love::Vector(v.x*0.5f, v.y*0.5f);
}
}
void ParticleSystem::createBuffers(size_t size)
{
try
{
pFree = pMem = new Particle[size];
maxParticles = (uint32) size;
}
catch (std::bad_alloc &)
{
deleteBuffers();
throw love::Exception("Out of memory");
}
}
void ParticleSystem::deleteBuffers()
{
// Clean up for great gracefulness!
delete[] pMem;
pMem = nullptr;
maxParticles = 0;
activeParticles = 0;
}
void ParticleSystem::setBufferSize(uint32 size)
{
if (size == 0 || size > MAX_PARTICLES)
throw love::Exception("Invalid buffer size");
deleteBuffers();
createBuffers(size);
reset();
}
uint32 ParticleSystem::getBufferSize() const
{
return maxParticles;
}
void ParticleSystem::addParticle(float t)
{
if (isFull())
return;
// Gets a free particle and updates the allocation pointer.
Particle *p = pFree++;
initParticle(p, t);
switch (insertMode)
{
default:
case INSERT_MODE_TOP:
insertTop(p);
break;
case INSERT_MODE_BOTTOM:
insertBottom(p);
break;
case INSERT_MODE_RANDOM:
insertRandom(p);
break;
}
activeParticles++;
}
void ParticleSystem::initParticle(Particle *p, float t)
{
float min,max;
// Linearly interpolate between the previous and current emitter position.
love::Vector pos = prevPosition + (position - prevPosition) * t;
min = particleLifeMin;
max = particleLifeMax;
if (min == max)
p->life = min;
else
p->life = (float) rng.random(min, max);
p->lifetime = p->life;
p->position = pos;
switch (areaSpreadDistribution)
{
case DISTRIBUTION_UNIFORM:
p->position.x += (float) rng.random(-areaSpread.getX(), areaSpread.getX());
p->position.y += (float) rng.random(-areaSpread.getY(), areaSpread.getY());
break;
case DISTRIBUTION_NORMAL:
p->position.x += (float) rng.randomNormal(areaSpread.getX());
p->position.y += (float) rng.randomNormal(areaSpread.getY());
break;
case DISTRIBUTION_NONE:
default:
break;
}
p->origin = pos;
min = speedMin;
max = speedMax;
float speed = (float) rng.random(min, max);
min = direction - spread/2.0f;
max = direction + spread/2.0f;
float dir = (float) rng.random(min, max);
p->velocity = love::Vector(cosf(dir), sinf(dir)) * speed;
p->linearAcceleration.x = (float) rng.random(linearAccelerationMin.x, linearAccelerationMax.x);
p->linearAcceleration.y = (float) rng.random(linearAccelerationMin.y, linearAccelerationMax.y);
min = radialAccelerationMin;
max = radialAccelerationMax;
p->radialAcceleration = (float) rng.random(min, max);
min = tangentialAccelerationMin;
max = tangentialAccelerationMax;
p->tangentialAcceleration = (float) rng.random(min, max);
min = linearDampingMin;
max = linearDampingMax;
p->linearDamping = (float) rng.random(min, max);
p->sizeOffset = (float) rng.random(sizeVariation); // time offset for size change
p->sizeIntervalSize = (1.0f - (float) rng.random(sizeVariation)) - p->sizeOffset;
p->size = sizes[(size_t)(p->sizeOffset - .5f) * (sizes.size() - 1)];
min = rotationMin;
max = rotationMax;
p->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
p->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
p->rotation = (float) rng.random(min, max);
p->angle = p->rotation;
if (relativeRotation)
p->angle += atan2f(p->velocity.y, p->velocity.x);
p->color = colors[0];
p->quadIndex = 0;
}
void ParticleSystem::insertTop(Particle *p)
{
if (pHead == nullptr)
{
pHead = p;
p->prev = nullptr;
}
else
{
pTail->next = p;
p->prev = pTail;
}
p->next = nullptr;
pTail = p;
}
void ParticleSystem::insertBottom(Particle *p)
{
if (pTail == nullptr)
{
pTail = p;
p->next = nullptr;
}
else
{
pHead->prev = p;
p->next = pHead;
}
p->prev = nullptr;
pHead = p;
}
void ParticleSystem::insertRandom(Particle *p)
{
// Nonuniform, but 64-bit is so large nobody will notice. Hopefully.
uint64 pos = rng.rand() % ((int64) activeParticles + 1);
// Special case where the particle gets inserted before the head.
if (pos == activeParticles)
{
Particle *pA = pHead;
if (pA)
pA->prev = p;
p->prev = nullptr;
p->next = pA;
pHead = p;
return;
}
// Inserts the particle after the randomly selected particle.
Particle *pA = pMem + pos;
Particle *pB = pA->next;
pA->next = p;
if (pB)
pB->prev = p;
else
pTail = p;
p->prev = pA;
p->next = pB;
}
ParticleSystem::Particle *ParticleSystem::removeParticle(Particle *p)
{
// The linked list is updated in this function and old pointers may be
// invalidated. The returned pointer will inform the caller of the new
// pointer to the next particle.
Particle *pNext = nullptr;
// Removes the particle from the linked list.
if (p->prev)
p->prev->next = p->next;
else
pHead = p->next;
if (p->next)
{
p->next->prev = p->prev;
pNext = p->next;
}
else
pTail = p->prev;
// The (in memory) last particle can now be moved into the free slot.
// It will skip the moving if it happens to be the removed particle.
pFree--;
if (p != pFree)
{
*p = *pFree;
if (pNext == pFree)
pNext = p;
if (p->prev)
p->prev->next = p;
else
pHead = p;
if (p->next)
p->next->prev = p;
else
pTail = p;
}
activeParticles--;
return pNext;
}
void ParticleSystem::setTexture(Texture *tex)
{
texture.set(tex);
if (defaultOffset)
resetOffset();
}
Texture *ParticleSystem::getTexture() const
{
return texture.get();
}
void ParticleSystem::setInsertMode(InsertMode mode)
{
insertMode = mode;
}
ParticleSystem::InsertMode ParticleSystem::getInsertMode() const
{
return insertMode;
}
void ParticleSystem::setEmissionRate(float rate)
{
if (rate < 0.0f)
throw love::Exception("Invalid emission rate");
emissionRate = rate;
}
float ParticleSystem::getEmissionRate() const
{
return emissionRate;
}
void ParticleSystem::setEmitterLifetime(float life)
{
this->life = lifetime = life;
}
float ParticleSystem::getEmitterLifetime() const
{
return lifetime;
}
void ParticleSystem::setParticleLifetime(float min, float max)
{
particleLifeMin = min;
if (max == 0)
particleLifeMax = min;
else
particleLifeMax = max;
}
void ParticleSystem::getParticleLifetime(float &min, float &max) const
{
min = particleLifeMin;
max = particleLifeMax;
}
void ParticleSystem::setPosition(float x, float y)
{
position = love::Vector(x, y);
prevPosition = position;
}
const love::Vector &ParticleSystem::getPosition() const
{
return position;
}
void ParticleSystem::moveTo(float x, float y)
{
position = love::Vector(x, y);
}
void ParticleSystem::setAreaSpread(AreaSpreadDistribution distribution, float x, float y)
{
areaSpread = love::Vector(x, y);
areaSpreadDistribution = distribution;
}
ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const
{
return areaSpreadDistribution;
}
const love::Vector &ParticleSystem::getAreaSpreadParameters() const
{
return areaSpread;
}
void ParticleSystem::setDirection(float direction)
{
this->direction = direction;
}
float ParticleSystem::getDirection() const
{
return direction;
}
void ParticleSystem::setSpread(float spread)
{
this->spread = spread;
}
float ParticleSystem::getSpread() const
{
return spread;
}
void ParticleSystem::setSpeed(float speed)
{
speedMin = speedMax = speed;
}
void ParticleSystem::setSpeed(float min, float max)
{
speedMin = min;
speedMax = max;
}
void ParticleSystem::getSpeed(float &min, float &max) const
{
min = speedMin;
max = speedMax;
}
void ParticleSystem::setLinearAcceleration(float x, float y)
{
linearAccelerationMin.x = linearAccelerationMax.x = x;
linearAccelerationMin.y = linearAccelerationMax.y = y;
}
void ParticleSystem::setLinearAcceleration(float xmin, float ymin, float xmax, float ymax)
{
linearAccelerationMin = love::Vector(xmin, ymin);
linearAccelerationMax = love::Vector(xmax, ymax);
}
void ParticleSystem::getLinearAcceleration(love::Vector &min, love::Vector &max) const
{
min = linearAccelerationMin;
max = linearAccelerationMax;
}
void ParticleSystem::setRadialAcceleration(float acceleration)
{
radialAccelerationMin = radialAccelerationMax = acceleration;
}
void ParticleSystem::setRadialAcceleration(float min, float max)
{
radialAccelerationMin = min;
radialAccelerationMax = max;
}
void ParticleSystem::getRadialAcceleration(float &min, float &max) const
{
min = radialAccelerationMin;
max = radialAccelerationMax;
}
void ParticleSystem::setTangentialAcceleration(float acceleration)
{
tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
}
void ParticleSystem::setTangentialAcceleration(float min, float max)
{
tangentialAccelerationMin = min;
tangentialAccelerationMax = max;
}
void ParticleSystem::getTangentialAcceleration(float &min, float &max) const
{
min = tangentialAccelerationMin;
max = tangentialAccelerationMax;
}
void ParticleSystem::setLinearDamping(float min, float max)
{
linearDampingMin = min;
linearDampingMax = max;
}
void ParticleSystem::getLinearDamping(float &min, float &max) const
{
min = linearDampingMin;
max = linearDampingMax;
}
void ParticleSystem::setSize(float size)
{
sizes.resize(1);
sizes[0] = size;
}
void ParticleSystem::setSizes(const std::vector<float> &newSizes)
{
sizes = newSizes;
}
const std::vector<float> &ParticleSystem::getSizes() const
{
return sizes;
}
void ParticleSystem::setSizeVariation(float variation)
{
sizeVariation = variation;
}
float ParticleSystem::getSizeVariation() const
{
return sizeVariation;
}
void ParticleSystem::setRotation(float rotation)
{
rotationMin = rotationMax = rotation;
}
void ParticleSystem::setRotation(float min, float max)
{
rotationMin = min;
rotationMax = max;
}
void ParticleSystem::getRotation(float &min, float &max) const
{
min = rotationMin;
max = rotationMax;
}
void ParticleSystem::setSpin(float spin)
{
spinStart = spin;
spinEnd = spin;
}
void ParticleSystem::setSpin(float start, float end)
{
spinStart = start;
spinEnd = end;
}
void ParticleSystem::getSpin(float &start, float &end) const
{
start = spinStart;
end = spinEnd;
}
void ParticleSystem::setSpinVariation(float variation)
{
spinVariation = variation;
}
float ParticleSystem::getSpinVariation() const
{
return spinVariation;
}
void ParticleSystem::setOffset(float x, float y)
{
offset = love::Vector(x, y);
defaultOffset = false;
}
love::Vector ParticleSystem::getOffset() const
{
return offset;
}
void ParticleSystem::setColor(const std::vector<Colorf> &newColors)
{
colors = newColors;
for (Colorf &c : colors)
{
// We want to store the colors as [0, 1], rather than [0, 255].
c.r /= 255.0f;
c.g /= 255.0f;
c.b /= 255.0f;
c.a /= 255.0f;
}
}
std::vector<Colorf> ParticleSystem::getColor() const
{
// The particle system stores colors in the range of [0, 1]...
std::vector<Colorf> ncolors(colors);
for (Colorf &c : ncolors)
{
c.r *= 255.0f;
c.g *= 255.0f;
c.b *= 255.0f;
c.a *= 255.0f;
}
return ncolors;
}
void ParticleSystem::setQuads(const std::vector<Quad *> &newQuads)
{
std::vector<StrongRef<Quad>> quadlist;
quadlist.reserve(newQuads.size());
for (Quad *q : newQuads)
quadlist.push_back(q);
quads = quadlist;
if (defaultOffset)
resetOffset();
}
void ParticleSystem::setQuads()
{
quads.clear();
}
std::vector<Quad *> ParticleSystem::getQuads() const
{
std::vector<Quad *> quadlist;
quadlist.reserve(quads.size());
for (const StrongRef<Quad> &q : quads)
quadlist.push_back(q.get());
return quadlist;
}
void ParticleSystem::setRelativeRotation(bool enable)
{
relativeRotation = enable;
}
bool ParticleSystem::hasRelativeRotation() const
{
return relativeRotation;
}
uint32 ParticleSystem::getCount() const
{
return activeParticles;
}
void ParticleSystem::start()
{
active = true;
}
void ParticleSystem::stop()
{
active = false;
life = lifetime;
emitCounter = 0;
}
void ParticleSystem::pause()
{
active = false;
}
void ParticleSystem::reset()
{
if (pMem == nullptr)
return;
pFree = pMem;
pHead = nullptr;
pTail = nullptr;
activeParticles = 0;
life = lifetime;
emitCounter = 0;
}
void ParticleSystem::emit(uint32 num)
{
if (!active)
return;
num = std::min(num, maxParticles - activeParticles);
while (num--)
addParticle(1.0f);
}
bool ParticleSystem::isActive() const
{
return active;
}
bool ParticleSystem::isPaused() const
{
return !active && life < lifetime;
}
bool ParticleSystem::isStopped() const
{
return !active && life >= lifetime;
}
bool ParticleSystem::isEmpty() const
{
return activeParticles == 0;
}
bool ParticleSystem::isFull() const
{
return activeParticles == maxParticles;
}
void ParticleSystem::update(float dt)
{
if (pMem == nullptr || dt == 0.0f)
return;
// Traverse all particles and update.
Particle *p = pHead;
while (p)
{
// Decrease lifespan.
p->life -= dt;
if (p->life <= 0)
p = removeParticle(p);
else
{
// Temp variables.
love::Vector radial, tangential;
love::Vector ppos = p->position;
// Get vector from particle center to particle.
radial = ppos - p->origin;
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 velocity.
p->velocity += (radial + tangential + p->linearAcceleration) * dt;
// Apply damping.
p->velocity *= 1.0f / (1.0f + p->linearDamping * dt);
// Modify position.
ppos += p->velocity * dt;
p->position = ppos;
const float t = 1.0f - p->life / p->lifetime;
// Rotate.
p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t) * dt;
p->angle = p->rotation;
if (relativeRotation)
p->angle += atan2f(p->velocity.y, p->velocity.x);
// Change size according to given intervals:
// i = 0 1 2 3 n-1
// |-------|-------|------|--- ... ---|
// t = 0 1/(n-1) 3/(n-1) 1
//
// `s' is the interpolation variable scaled to the current
// interval width, e.g. if n = 5 and t = 0.3, then the current
// indices are 1,2 and s = 0.3 - 0.25 = 0.05
float s = p->sizeOffset + t * p->sizeIntervalSize; // size variation
s *= (float)(sizes.size() - 1); // 0 <= s < sizes.size()
size_t i = (size_t)s;
size_t k = (i == sizes.size() - 1) ? i : i + 1; // boundary check (prevents failing on t = 1.0f)
s -= (float)i; // transpose s to be in interval [0:1]: i <= s < i + 1 ~> 0 <= s < 1
p->size = sizes[i] * (1.0f - s) + sizes[k] * s;
// Update color according to given intervals (as above)
s = t * (float)(colors.size() - 1);
i = (size_t)s;
k = (i == colors.size() - 1) ? i : i + 1;
s -= (float)i; // 0 <= s <= 1
p->color = colors[i] * (1.0f - s) + colors[k] * s;
// Update the quad index.
k = quads.size();
if (k > 0)
{
s = t * (float) k; // [0:numquads-1] (clamped below)
i = (s > 0.0f) ? (size_t) s : 0;
p->quadIndex = (int) ((i < k) ? i : k - 1);
}
// Next particle.
p = p->next;
}
}
// Make some more particles.
if (active)
{
float rate = 1.0f / emissionRate; // the amount of time between each particle emit
emitCounter += dt;
float total = emitCounter - rate;
while (emitCounter > rate)
{
addParticle(1.0f - (emitCounter - rate) / total);
emitCounter -= rate;
}
/*int particles = (int)(emissionRate * dt);
for (int i = 0; i != particles; i++)
add();*/
life -= dt;
if (lifetime != -1 && life < 0)
stop();
}
prevPosition = position;
}
bool ParticleSystem::getConstant(const char *in, AreaSpreadDistribution &out)
{
return distributions.find(in, out);
}
bool ParticleSystem::getConstant(AreaSpreadDistribution in, const char *&out)
{
return distributions.find(in, out);
}
bool ParticleSystem::getConstant(const char *in, InsertMode &out)
{
return insertModes.find(in, out);
}
bool ParticleSystem::getConstant(InsertMode in, const char *&out)
{
return insertModes.find(in, out);
}
StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM>::Entry ParticleSystem::distributionsEntries[] =
{
{ "none", DISTRIBUTION_NONE },
{ "uniform", DISTRIBUTION_UNIFORM },
{ "normal", DISTRIBUTION_NORMAL },
};
StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM> ParticleSystem::distributions(ParticleSystem::distributionsEntries, sizeof(ParticleSystem::distributionsEntries));
StringMap<ParticleSystem::InsertMode, ParticleSystem::INSERT_MODE_MAX_ENUM>::Entry ParticleSystem::insertModesEntries[] =
{
{ "top", INSERT_MODE_TOP },
{ "bottom", INSERT_MODE_BOTTOM },
{ "random", INSERT_MODE_RANDOM },
};
StringMap<ParticleSystem::InsertMode, ParticleSystem::INSERT_MODE_MAX_ENUM> ParticleSystem::insertModes(ParticleSystem::insertModesEntries, sizeof(ParticleSystem::insertModesEntries));
} // graphics
} // love
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/**
* Copyright (c) 2006-2015 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_PARTICLE_SYSTEM_H
#define LOVE_GRAPHICS_PARTICLE_SYSTEM_H
// LOVE
#include "common/int.h"
#include "common/math.h"
#include "common/Vector.h"
#include "Drawable.h"
#include "Color.h"
#include "Quad.h"
#include "Texture.h"
// STL
#include <vector>
namespace love
{
namespace graphics
{
/**
* A class for creating, moving and drawing particles.
* A big thanks to bobthebloke.org
**/
class ParticleSystem : public Drawable
{
public:
/**
* Type of distribution new particles are drawn from: None, uniform, normal.
*/
enum AreaSpreadDistribution
{
DISTRIBUTION_NONE,
DISTRIBUTION_UNIFORM,
DISTRIBUTION_NORMAL,
DISTRIBUTION_MAX_ENUM
};
/**
* Insertion modes of new particles in the list: top, bottom, random.
*/
enum InsertMode
{
INSERT_MODE_TOP,
INSERT_MODE_BOTTOM,
INSERT_MODE_RANDOM,
INSERT_MODE_MAX_ENUM
};
/**
* Maximum numbers of particles in a ParticleSystem.
* This limit comes from the fact that a quad requires four vertices and the
* OpenGL API where GLsizei is a signed int.
**/
static const uint32 MAX_PARTICLES = LOVE_INT32_MAX / 4;
/**
* Creates a particle system with the specified buffer size and texture.
**/
ParticleSystem(Texture *texture, uint32 buffer);
ParticleSystem(const ParticleSystem &p);
/**
* Deletes any allocated memory.
**/
virtual ~ParticleSystem();
/**
* Creates an identical copy of this ParticleSystem. The clone does not
* duplicate any existing particles from this ParticleSystem, just the
* settable parameters.
**/
virtual ParticleSystem *clone() = 0;
/**
* Sets the texture used in the particle system.
* @param texture The new texture.
**/
void setTexture(Texture *texture);
/**
* Returns the texture used when drawing the particle system.
**/
Texture *getTexture() const;
/**
* Clears the current buffer and allocates the appropriate amount of space for the buffer.
* @param size The new buffer size.
**/
virtual void setBufferSize(uint32 size);
/**
* Returns the total amount of particles this ParticleSystem can have active
* at any given point in time.
**/
uint32 getBufferSize() const;
/**
* Sets the insert mode for new particles.
* @param mode The new insert mode.
*/
void setInsertMode(InsertMode mode);
/**
* Returns the current insert mode.
*/
InsertMode getInsertMode() const;
/**
* Sets the emission rate.
* @param rate The amount of particles per second.
**/
void setEmissionRate(float rate);
/**
* Returns the number of particles created per second.
**/
float getEmissionRate() const;
/**
* Sets the lifetime of the particle emitter (-1 means eternal)
* @param life The lifetime (in seconds).
**/
void setEmitterLifetime(float life);
/**
* Returns the lifetime of the particle emitter.
**/
float getEmitterLifetime() const;
/**
* Sets the life range of the particles.
* @param min The minimum life.
* @param max The maximum life (if 0, then becomes the same as minimum life).
**/
void setParticleLifetime(float min, float max = 0);
/**
* Gets the lifetime of a particle.
* @param[out] min The minimum life.
* @param[out] max The maximum life.
**/
void getParticleLifetime(float &min, float &max) const;
/**
* Sets the position of the center of the emitter.
* 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);
/**
* Returns the position of the emitter.
**/
const love::Vector &getPosition() const;
/**
* Moves the position of the center of the emitter.
* When update is called, newly spawned particles will appear in a line
* between the old emitter position and where the emitter was moved to,
* resulting in a smoother-feeling particle system if moveTo is called
* repeatedly.
**/
void moveTo(float x, float y);
/**
* Sets the emission area spread parameters and distribution type. The interpretation of
* the parameters depends on the distribution type:
*
* * None: Parameters are ignored. No area spread.
* * Uniform: Parameters denote maximal (symmetric) displacement from emitter position.
* * Normal: Parameters denote the standard deviation in x and y direction. x and y are assumed to be uncorrelated.
* @param x First parameter. Interpretation depends on distribution type.
* @param y Second parameter. Interpretation depends on distribution type.
* @param distribution Distribution type
**/
void setAreaSpread(AreaSpreadDistribution distribution, float x, float y);
/**
* Returns area spread distribution type.
**/
AreaSpreadDistribution getAreaSpreadDistribution() const;
/**
* Returns area spread parameters.
**/
const love::Vector &getAreaSpreadParameters() const;
/**
* Sets the direction of the particle emitter.
* @param direction The direction (in degrees).
**/
void setDirection(float direction);
/**
* Returns the direction of the particle emitter (in radians).
**/
float getDirection() const;
/**
* Sets the spread of the particle emitter.
* @param spread The spread (in radians).
**/
void setSpread(float spread);
/**
* Returns the directional spread of the emitter (in radians).
**/
float getSpread() const;
/**
* 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);
/**
* Gets the speed of the particles.
* @param[out] min The minimum speed.
* @param[out] max The maximum speed.
**/
void getSpeed(float &min, float &max) const;
/**
* Sets the linear acceleration (the acceleration along the x and y axes).
* @param x The acceleration along the x-axis.
* @param y The acceleration along the y-axis.
**/
void setLinearAcceleration(float x, float y);
/**
* Sets the linear acceleration (the acceleration along the x and y axes).
* @param xmin The minimum amount of acceleration along the x-axis.
* @param ymin The minimum amount of acceleration along the y-axis.
* @param xmax The maximum amount of acceleration along the x-axis.
* @param ymax The maximum amount of acceleration along the y-axis.
**/
void setLinearAcceleration(float xmin, float ymin, float xmax, float ymax);
/**
* Gets the linear acceleration of the particles.
* @param[out] min The minimum acceleration.
* @param[out] max The maximum acceleration.
**/
void getLinearAcceleration(love::Vector &min, love::Vector &max) const;
/**
* 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);
/**
* Gets the radial acceleration.
* @param[out] min The minimum amount of radial acceleration.
* @param[out] max The maximum amount of radial acceleration.
**/
void getRadialAcceleration(float &min, float &max) const;
/**
* 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);
/**
* Gets the tangential acceleration.
* @param[out] min The minimum tangential acceleration.
* @param[out] max The maximum tangential acceleration.
**/
void getTangentialAcceleration(float &min, float &max) const;
/**
* Sets the amount of linear damping. Damping reduces the velocity of
* particles over time. A value of 0 corresponds to no damping.
**/
void setLinearDamping(float min, float max);
/**
* Gets the current amount of linear damping.
**/
void getLinearDamping(float &min, float &max) const;
/**
* 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 sizes of the sprite upon creation and upon death (1.0 being the default size).
* @param newSizes Array of sizes
**/
void setSizes(const std::vector<float> &newSizes);
/**
* Returns the sizes of the particle sprites.
**/
const std::vector<float> &getSizes() const;
/**
* 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);
/**
* Returns the amount of initial size variation between particles.
**/
float getSizeVariation() const;
/**
* 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);
/**
* Gets the initial amount of rotation of a particle, in radians.
* @param[out] min The minimum initial rotation.
* @param[out] max The maximum initial rotation.
**/
void getRotation(float &min, float &max) const;
/**
* 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 radians / second).
* @param end The spin of the sprite upon death (in radians / second).
**/
void setSpin(float start, float end);
/**
* Gets the amount of spin of a particle during its lifetime.
* @param[out] start The initial spin, in radians / s.
* @param[out] end The final spin, in radians / s.
**/
void getSpin(float &start, float &end) const;
/**
* Sets the variation of the start spin (0 being no variation and 1 being a random spin between start and end).
* @param variation The variation.
**/
void setSpinVariation(float variation);
/**
* Returns the amount of variation of the start spin of a particle.
**/
float getSpinVariation() const;
/**
* Sets the particles' offsets for rotation.
* @param x The x offset.
* @param y The y offset.
**/
void setOffset(float x, float y);
/**
* Returns of the particle offset.
**/
love::Vector getOffset() const;
/**
* Sets the color of the particles.
* @param newColors Array of colors
**/
void setColor(const std::vector<Colorf> &newColors);
/**
* Returns the color of the particles.
**/
std::vector<Colorf> getColor() const;
/**
* Sets a list of Quads to use for particles over their lifetime.
**/
void setQuads(const std::vector<Quad *> &newQuads);
void setQuads();
/**
* Gets the Quads used when drawing the particles.
**/
std::vector<Quad *> getQuads() const;
/**
* sets whether particle angles & rotations are relative to their velocities.
**/
void setRelativeRotation(bool enable);
bool hasRelativeRotation() const;
/**
* Returns the amount of particles that are currently active in the system.
**/
uint32 getCount() 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();
/**
* Instantly emits a number of particles.
* @param num The number of particles to emit.
**/
void emit(uint32 num);
/**
* Returns whether the particle emitter is active.
**/
bool isActive() const;
/**
* Returns whether the particle emitter is paused.
**/
bool isPaused() const;
bool isStopped() 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;
/**
* Updates the particle system.
* @param dt Time since last update.
**/
void update(float dt);
static bool getConstant(const char *in, AreaSpreadDistribution &out);
static bool getConstant(AreaSpreadDistribution in, const char *&out);
static bool getConstant(const char *in, InsertMode &out);
static bool getConstant(InsertMode in, const char *&out);
protected:
// Represents a single particle.
struct Particle
{
Particle *prev;
Particle *next;
float lifetime;
float life;
love::Vector position;
// Particles gravitate towards this point.
love::Vector origin;
love::Vector velocity;
love::Vector linearAcceleration;
float radialAcceleration;
float tangentialAcceleration;
float linearDamping;
float size;
float sizeOffset;
float sizeIntervalSize;
float rotation; // Amount of rotation applied to the final angle.
float angle;
float spinStart;
float spinEnd;
Colorf color;
int quadIndex;
};
// Pointer to the beginning of the allocated memory.
Particle *pMem;
// Pointer to a free particle.
Particle *pFree;
// Pointer to the start of the linked list.
Particle *pHead;
// Pointer to the end of the linked list.
Particle *pTail;
// The texture to be drawn.
StrongRef<Texture> texture;
// Whether the particle emitter is active.
bool active;
// Insert mode of new particles.
InsertMode insertMode;
// The maximum number of particles.
uint32 maxParticles;
// The number of active particles.
uint32 activeParticles;
// The emission rate (particles/sec).
float emissionRate;
// Used to determine when a particle should be emitted.
float emitCounter;
// The relative position of the particle emitter.
love::Vector position;
love::Vector prevPosition;
// Emission area spread.
AreaSpreadDistribution areaSpreadDistribution;
love::Vector areaSpread;
// 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;
// The speed.
float speedMin;
float speedMax;
// Acceleration along the x and y axes.
love::Vector linearAccelerationMin;
love::Vector linearAccelerationMax;
// Acceleration towards the emitter's center
float radialAccelerationMin;
float radialAccelerationMax;
// Acceleration perpendicular to the particle's direction.
float tangentialAccelerationMin;
float tangentialAccelerationMax;
float linearDampingMin;
float linearDampingMax;
// Size.
std::vector<float> sizes;
float sizeVariation;
// Rotation
float rotationMin;
float rotationMax;
// Spin.
float spinStart;
float spinEnd;
float spinVariation;
// Offsets
love::Vector offset;
// Is the ParticleSystem using a default offset?
bool defaultOffset;
// Color.
std::vector<Colorf> colors;
// Quads.
std::vector<StrongRef<Quad>> quads;
bool relativeRotation;
private:
void resetOffset();
void createBuffers(size_t size);
void deleteBuffers();
void addParticle(float t);
Particle *removeParticle(Particle *p);
// Called by addParticle.
void initParticle(Particle *p, float t);
void insertTop(Particle *p);
void insertBottom(Particle *p);
void insertRandom(Particle *p);
static StringMap<AreaSpreadDistribution, DISTRIBUTION_MAX_ENUM>::Entry distributionsEntries[];
static StringMap<AreaSpreadDistribution, DISTRIBUTION_MAX_ENUM> distributions;
static StringMap<InsertMode, INSERT_MODE_MAX_ENUM>::Entry insertModesEntries[];
static StringMap<InsertMode, INSERT_MODE_MAX_ENUM> insertModes;
};
} // graphics
} // love
#endif // LOVE_GRAPHICS_PARTICLE_SYSTEM_H
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+7 -631
View File
@@ -22,18 +22,9 @@
#define LOVE_GRAPHICS_OPENGL_PARTICLE_SYSTEM_H
// LOVE
#include "common/int.h"
#include "common/math.h"
#include "common/Vector.h"
#include "graphics/Drawable.h"
#include "graphics/Color.h"
#include "graphics/Quad.h"
#include "graphics/Texture.h"
#include "graphics/ParticleSystem.h"
#include "GLBuffer.h"
// STL
#include <vector>
namespace love
{
namespace graphics
@@ -41,643 +32,28 @@ namespace graphics
namespace opengl
{
/**
* A class for creating, moving and drawing particles.
* A big thanks to bobthebloke.org
**/
class ParticleSystem : public Drawable
class ParticleSystem : public love::graphics::ParticleSystem
{
public:
/**
* Type of distribution new particles are drawn from: None, uniform, normal.
*/
enum AreaSpreadDistribution
{
DISTRIBUTION_NONE,
DISTRIBUTION_UNIFORM,
DISTRIBUTION_NORMAL,
DISTRIBUTION_MAX_ENUM
};
/**
* Insertion modes of new particles in the list: top, bottom, random.
*/
enum InsertMode
{
INSERT_MODE_TOP,
INSERT_MODE_BOTTOM,
INSERT_MODE_RANDOM,
INSERT_MODE_MAX_ENUM
};
/**
* Maximum numbers of particles in a ParticleSystem.
* This limit comes from the fact that a quad requires four vertices and the
* OpenGL API where GLsizei is a signed int.
**/
static const uint32 MAX_PARTICLES = LOVE_INT32_MAX / 4;
/**
* Creates a particle system with the specified buffer size and texture.
**/
ParticleSystem(Texture *texture, uint32 buffer);
ParticleSystem(const ParticleSystem &p);
/**
* Deletes any allocated memory.
**/
virtual ~ParticleSystem();
/**
* Creates an identical copy of this ParticleSystem. The clone does not
* duplicate any existing particles from this ParticleSystem, just the
* settable parameters.
**/
ParticleSystem *clone();
ParticleSystem *clone() override;
void setBufferSize(uint32 size) override;
void draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) override;
/**
* Sets the texture used in the particle system.
* @param texture The new texture.
**/
void setTexture(Texture *texture);
private:
/**
* Returns the texture used when drawing the particle system.
**/
Texture *getTexture() const;
/**
* Clears the current buffer and allocates the appropriate amount of space for the buffer.
* @param size The new buffer size.
**/
void setBufferSize(uint32 size);
/**
* Returns the total amount of particles this ParticleSystem can have active
* at any given point in time.
**/
uint32 getBufferSize() const;
/**
* Sets the insert mode for new particles.
* @param mode The new insert mode.
*/
void setInsertMode(InsertMode mode);
/**
* Returns the current insert mode.
*/
InsertMode getInsertMode() const;
/**
* Sets the emission rate.
* @param rate The amount of particles per second.
**/
void setEmissionRate(float rate);
/**
* Returns the number of particles created per second.
**/
float getEmissionRate() const;
/**
* Sets the lifetime of the particle emitter (-1 means eternal)
* @param life The lifetime (in seconds).
**/
void setEmitterLifetime(float life);
/**
* Returns the lifetime of the particle emitter.
**/
float getEmitterLifetime() const;
/**
* Sets the life range of the particles.
* @param min The minimum life.
* @param max The maximum life (if 0, then becomes the same as minimum life).
**/
void setParticleLifetime(float min, float max = 0);
/**
* Gets the lifetime of a particle.
* @param[out] min The minimum life.
* @param[out] max The maximum life.
**/
void getParticleLifetime(float &min, float &max) const;
/**
* Sets the position of the center of the emitter.
* 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);
/**
* Returns the position of the emitter.
**/
const love::Vector &getPosition() const;
/**
* Moves the position of the center of the emitter.
* When update is called, newly spawned particles will appear in a line
* between the old emitter position and where the emitter was moved to,
* resulting in a smoother-feeling particle system if moveTo is called
* repeatedly.
**/
void moveTo(float x, float y);
/**
* Sets the emission area spread parameters and distribution type. The interpretation of
* the parameters depends on the distribution type:
*
* * None: Parameters are ignored. No area spread.
* * Uniform: Parameters denote maximal (symmetric) displacement from emitter position.
* * Normal: Parameters denote the standard deviation in x and y direction. x and y are assumed to be uncorrelated.
* @param x First parameter. Interpretation depends on distribution type.
* @param y Second parameter. Interpretation depends on distribution type.
* @param distribution Distribution type
**/
void setAreaSpread(AreaSpreadDistribution distribution, float x, float y);
/**
* Returns area spread distribution type.
**/
AreaSpreadDistribution getAreaSpreadDistribution() const;
/**
* Returns area spread parameters.
**/
const love::Vector &getAreaSpreadParameters() const;
/**
* Sets the direction of the particle emitter.
* @param direction The direction (in degrees).
**/
void setDirection(float direction);
/**
* Returns the direction of the particle emitter (in radians).
**/
float getDirection() const;
/**
* Sets the spread of the particle emitter.
* @param spread The spread (in radians).
**/
void setSpread(float spread);
/**
* Returns the directional spread of the emitter (in radians).
**/
float getSpread() const;
/**
* 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);
/**
* Gets the speed of the particles.
* @param[out] min The minimum speed.
* @param[out] max The maximum speed.
**/
void getSpeed(float &min, float &max) const;
/**
* Sets the linear acceleration (the acceleration along the x and y axes).
* @param x The acceleration along the x-axis.
* @param y The acceleration along the y-axis.
**/
void setLinearAcceleration(float x, float y);
/**
* Sets the linear acceleration (the acceleration along the x and y axes).
* @param xmin The minimum amount of acceleration along the x-axis.
* @param ymin The minimum amount of acceleration along the y-axis.
* @param xmax The maximum amount of acceleration along the x-axis.
* @param ymax The maximum amount of acceleration along the y-axis.
**/
void setLinearAcceleration(float xmin, float ymin, float xmax, float ymax);
/**
* Gets the linear acceleration of the particles.
* @param[out] min The minimum acceleration.
* @param[out] max The maximum acceleration.
**/
void getLinearAcceleration(love::Vector &min, love::Vector &max) const;
/**
* 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);
/**
* Gets the radial acceleration.
* @param[out] min The minimum amount of radial acceleration.
* @param[out] max The maximum amount of radial acceleration.
**/
void getRadialAcceleration(float &min, float &max) const;
/**
* 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);
/**
* Gets the tangential acceleration.
* @param[out] min The minimum tangential acceleration.
* @param[out] max The maximum tangential acceleration.
**/
void getTangentialAcceleration(float &min, float &max) const;
/**
* Sets the amount of linear damping. Damping reduces the velocity of
* particles over time. A value of 0 corresponds to no damping.
**/
void setLinearDamping(float min, float max);
/**
* Gets the current amount of linear damping.
**/
void getLinearDamping(float &min, float &max) const;
/**
* 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 sizes of the sprite upon creation and upon death (1.0 being the default size).
* @param newSizes Array of sizes
**/
void setSizes(const std::vector<float> &newSizes);
/**
* Returns the sizes of the particle sprites.
**/
const std::vector<float> &getSizes() const;
/**
* 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);
/**
* Returns the amount of initial size variation between particles.
**/
float getSizeVariation() const;
/**
* 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);
/**
* Gets the initial amount of rotation of a particle, in radians.
* @param[out] min The minimum initial rotation.
* @param[out] max The maximum initial rotation.
**/
void getRotation(float &min, float &max) const;
/**
* 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 radians / second).
* @param end The spin of the sprite upon death (in radians / second).
**/
void setSpin(float start, float end);
/**
* Gets the amount of spin of a particle during its lifetime.
* @param[out] start The initial spin, in radians / s.
* @param[out] end The final spin, in radians / s.
**/
void getSpin(float &start, float &end) const;
/**
* Sets the variation of the start spin (0 being no variation and 1 being a random spin between start and end).
* @param variation The variation.
**/
void setSpinVariation(float variation);
/**
* Returns the amount of variation of the start spin of a particle.
**/
float getSpinVariation() const;
/**
* Sets the particles' offsets for rotation.
* @param x The x offset.
* @param y The y offset.
**/
void setOffset(float x, float y);
/**
* Returns of the particle offset.
**/
love::Vector getOffset() const;
/**
* Sets the color of the particles.
* @param newColors Array of colors
**/
void setColor(const std::vector<Colorf> &newColors);
/**
* Returns the color of the particles.
**/
std::vector<Colorf> getColor() const;
/**
* Sets a list of Quads to use for particles over their lifetime.
**/
void setQuads(const std::vector<Quad *> &newQuads);
void setQuads();
/**
* Gets the Quads used when drawing the particles.
**/
std::vector<Quad *> getQuads() const;
/**
* sets whether particle angles & rotations are relative to their velocities.
**/
void setRelativeRotation(bool enable);
bool hasRelativeRotation() const;
/**
* Returns the amount of particles that are currently active in the system.
**/
uint32 getCount() 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();
/**
* Instantly emits a number of particles.
* @param num The number of particles to emit.
**/
void emit(uint32 num);
/**
* Returns whether the particle emitter is active.
**/
bool isActive() const;
/**
* Returns whether the particle emitter is paused.
**/
bool isPaused() const;
bool isStopped() 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, float kx, float ky);
/**
* Updates the particle system.
* @param dt Time since last update.
**/
void update(float dt);
static bool getConstant(const char *in, AreaSpreadDistribution &out);
static bool getConstant(AreaSpreadDistribution in, const char *&out);
static bool getConstant(const char *in, InsertMode &out);
static bool getConstant(InsertMode in, const char *&out);
protected:
// Represents a single particle.
struct Particle
{
Particle *prev;
Particle *next;
float lifetime;
float life;
love::Vector position;
// Particles gravitate towards this point.
love::Vector origin;
love::Vector velocity;
love::Vector linearAcceleration;
float radialAcceleration;
float tangentialAcceleration;
float linearDamping;
float size;
float sizeOffset;
float sizeIntervalSize;
float rotation; // Amount of rotation applied to the final angle.
float angle;
float spinStart;
float spinEnd;
Colorf color;
int quadIndex;
};
// Pointer to the beginning of the allocated memory.
Particle *pMem;
// Pointer to a free particle.
Particle *pFree;
// Pointer to the start of the linked list.
Particle *pHead;
// Pointer to the end of the linked list.
Particle *pTail;
void createVertices(size_t numparticles);
// array of transformed vertex data for all particles, for drawing
Vertex *particleVerts;
// Vertex index buffer.
QuadIndices quadIndices;
// The texture to be drawn.
StrongRef<Texture> texture;
// Whether the particle emitter is active.
bool active;
// Insert mode of new particles.
InsertMode insertMode;
// The maximum number of particles.
uint32 maxParticles;
// The number of active particles.
uint32 activeParticles;
// The emission rate (particles/sec).
float emissionRate;
// Used to determine when a particle should be emitted.
float emitCounter;
// The relative position of the particle emitter.
love::Vector position;
love::Vector prevPosition;
// Emission area spread.
AreaSpreadDistribution areaSpreadDistribution;
love::Vector areaSpread;
// 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;
// The speed.
float speedMin;
float speedMax;
// Acceleration along the x and y axes.
love::Vector linearAccelerationMin;
love::Vector linearAccelerationMax;
// Acceleration towards the emitter's center
float radialAccelerationMin;
float radialAccelerationMax;
// Acceleration perpendicular to the particle's direction.
float tangentialAccelerationMin;
float tangentialAccelerationMax;
float linearDampingMin;
float linearDampingMax;
// Size.
std::vector<float> sizes;
float sizeVariation;
// Rotation
float rotationMin;
float rotationMax;
// Spin.
float spinStart;
float spinEnd;
float spinVariation;
// Offsets
love::Vector offset;
// Is the ParticleSystem using a default offset?
bool defaultOffset;
// Color.
std::vector<Colorf> colors;
// Quads.
std::vector<StrongRef<Quad>> quads;
bool relativeRotation;
void resetOffset();
void createBuffers(size_t size);
void deleteBuffers();
void addParticle(float t);
Particle *removeParticle(Particle *p);
// Called by addParticle.
void initParticle(Particle *p, float t);
void insertTop(Particle *p);
void insertBottom(Particle *p);
void insertRandom(Particle *p);
static StringMap<AreaSpreadDistribution, DISTRIBUTION_MAX_ENUM>::Entry distributionsEntries[];
static StringMap<AreaSpreadDistribution, DISTRIBUTION_MAX_ENUM> distributions;
static StringMap<InsertMode, INSERT_MODE_MAX_ENUM>::Entry insertModesEntries[];
static StringMap<InsertMode, INSERT_MODE_MAX_ENUM> insertModes;
};
} // opengl