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Re-added ParticleSystem:setQuads(q1, q2, ...). Active particles use the quads based on the particle's lifetime in a similar style to ParticleSystem:setColors and ParticleSystem:setSizes.
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@@ -146,12 +146,16 @@ ParticleSystem::ParticleSystem(const ParticleSystem &p)
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, offsetX(p.offsetX)
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, offsetY(p.offsetY)
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, colors(p.colors)
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, quads(p.quads)
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, relativeRotation(p.relativeRotation)
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{
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setBufferSize(maxParticles);
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if (texture != nullptr)
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texture->retain();
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for (Quad *quad : quads)
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quad->retain();
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}
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ParticleSystem::~ParticleSystem()
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@@ -159,6 +163,9 @@ ParticleSystem::~ParticleSystem()
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if (texture != nullptr)
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texture->release();
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for (Quad *quad : quads)
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quad->release();
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deleteBuffers();
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}
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@@ -305,6 +312,8 @@ void ParticleSystem::initParticle(Particle *p, float t)
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p->angle += atan2f(p->velocity.y, p->velocity.x);
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p->color = colors[0];
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p->quadIndex = 0;
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}
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void ParticleSystem::insertTop(Particle *p)
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@@ -721,6 +730,30 @@ std::vector<Color> ParticleSystem::getColor() const
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return ncolors;
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}
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void ParticleSystem::setQuads(const std::vector<Quad *> &newQuads)
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{
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for (Quad *quad : newQuads)
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quad->retain();
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for (Quad *quad : quads)
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quad->release();
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quads = newQuads;
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}
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void ParticleSystem::setQuads()
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{
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for (Quad *quad : quads)
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quad->release();
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quads.clear();
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}
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const std::vector<Quad *> &ParticleSystem::getQuads() const
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{
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return quads;
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}
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void ParticleSystem::setRelativeRotation(bool enable)
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{
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relativeRotation = enable;
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@@ -820,9 +853,14 @@ void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, flo
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Vertex *pVerts = particleVerts;
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Particle *p = pHead;
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bool useQuads = !quads.empty();
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// set the vertex data for each particle (transformation, texcoords, color)
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while (p)
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{
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if (useQuads)
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textureVerts = quads[p->quadIndex]->getVertices();
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// particle vertices are image vertices transformed by particle information
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t.setTransformation(p->position[0], p->position[1], p->angle, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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t.transform(pVerts, textureVerts, 4);
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@@ -948,6 +986,15 @@ void ParticleSystem::update(float dt)
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s -= (float)i; // 0 <= s <= 1
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p->color = colors[i] * (1.0f - s) + colors[k] * s;
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// Update the quad index.
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k = quads.size();
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if (k > 0)
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{
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s = t * (float) k; // [0:numquads-1] (clamped below)
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i = (s > 0.0f) ? (size_t) s : 0;
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p->quadIndex = (i < k) ? i : k - 1;
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}
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// Next particle.
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p = p->next;
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}
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