mirror of
https://github.com/love2d/love.git
synced 2026-08-13 17:10:54 +02:00
Make love.math a singleton. Remove code duplication. Add love.math.triangulate.
love::math::Math is now a singleton, so other modules can use it via
love::math::Math::instance.
Removed duplicate implementations of various rng helper functions.
ParticleSystem now uses love::math::Math's RNG.
New function: love.math.triangulate(vertices)
Accepts a table or list of x/y coordinate pairs and returns a table of tables.
The inner tables are the triangles the polygon is composed of.
Works on all *simple* polygons, i.e. a closed chain of vertices that does not
intersect itself. Attempting to triangulate non-simple polygons is undefined
behavior - in the best case it throws an error, in the worst case it returns
an invalid triangulation.
Polygons must be ordered in *clockwise order* with respect to the love
coordinate system. Attempting to triangulate a ccw polygon will throw an
error.
Examples:
triangles = love.math.triangulate(0,0, 1,1, 2,0, 2,2, 0,2)
triangles == {
{1,1, 2,0, 2,2},
{1,1, 2,2, 0,2},
{1,1, 0,2, 0,0},
}
triangles = love.math.triangulate({0,0, 1,1, 2,0, 2,2, 0,2})
-- same as above
triangles = love.math.triangulate(0,2, 2,2, 2,0, 1,1, 0,0)
-- error - polygons is in counterclockwise order
triangles = love.math.triangulate(0,0, 1,3, 2,0, 2,2, 0,2)
-- undefined behavior - polygon intersects itself (because of edge 1,3)
This commit is contained in:
@@ -21,11 +21,14 @@
|
||||
#include "ParticleSystem.h"
|
||||
|
||||
#include "common/math.h"
|
||||
#include "modules/math/Math.h"
|
||||
|
||||
#include "OpenGL.h"
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
|
||||
using love::math::Math;
|
||||
|
||||
namespace love
|
||||
{
|
||||
namespace graphics
|
||||
@@ -45,7 +48,7 @@ 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 = random();
|
||||
float r = Math::instance.random();
|
||||
return low*(1-r)+high*r;
|
||||
}
|
||||
|
||||
@@ -124,7 +127,7 @@ void ParticleSystem::add()
|
||||
if (min == max)
|
||||
pLast->life = min;
|
||||
else
|
||||
pLast->life = random(min, max);
|
||||
pLast->life = Math::instance.random(min, max);
|
||||
pLast->lifetime = pLast->life;
|
||||
|
||||
pLast->position[0] = position.getX();
|
||||
@@ -133,12 +136,12 @@ void ParticleSystem::add()
|
||||
switch (areaSpreadDistribution)
|
||||
{
|
||||
case DISTRIBUTION_UNIFORM:
|
||||
pLast->position[0] += random(-areaSpread.getX(), areaSpread.getX());
|
||||
pLast->position[1] += random(-areaSpread.getY(), areaSpread.getY());
|
||||
pLast->position[0] += Math::instance.random(-areaSpread.getX(), areaSpread.getX());
|
||||
pLast->position[1] += Math::instance.random(-areaSpread.getY(), areaSpread.getY());
|
||||
break;
|
||||
case DISTRIBUTION_NORMAL:
|
||||
pLast->position[0] += random_normal(areaSpread.getX());
|
||||
pLast->position[1] += random_normal(areaSpread.getY());
|
||||
pLast->position[0] += Math::instance.randnormal(areaSpread.getX());
|
||||
pLast->position[1] += Math::instance.randnormal(areaSpread.getY());
|
||||
break;
|
||||
case DISTRIBUTION_NONE:
|
||||
default:
|
||||
@@ -147,37 +150,37 @@ void ParticleSystem::add()
|
||||
|
||||
min = direction - spread/2.0f;
|
||||
max = direction + spread/2.0f;
|
||||
pLast->direction = random(min, max);
|
||||
pLast->direction = Math::instance.random(min, max);
|
||||
|
||||
pLast->origin = position;
|
||||
|
||||
min = speedMin;
|
||||
max = speedMax;
|
||||
float speed = random(min, max);
|
||||
float speed = Math::instance.random(min, max);
|
||||
pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
|
||||
pLast->speed *= speed;
|
||||
|
||||
min = gravityMin;
|
||||
max = gravityMax;
|
||||
pLast->gravity = random(min, max);
|
||||
pLast->gravity = Math::instance.random(min, max);
|
||||
|
||||
min = radialAccelerationMin;
|
||||
max = radialAccelerationMax;
|
||||
pLast->radialAcceleration = random(min, max);
|
||||
pLast->radialAcceleration = Math::instance.random(min, max);
|
||||
|
||||
min = tangentialAccelerationMin;
|
||||
max = tangentialAccelerationMax;
|
||||
pLast->tangentialAcceleration = random(min, max);
|
||||
pLast->tangentialAcceleration = Math::instance.random(min, max);
|
||||
|
||||
pLast->sizeOffset = random(sizeVariation); // time offset for size change
|
||||
pLast->sizeIntervalSize = (1.0f - random(sizeVariation)) - pLast->sizeOffset;
|
||||
pLast->sizeOffset = Math::instance.random(sizeVariation); // time offset for size change
|
||||
pLast->sizeIntervalSize = (1.0f - Math::instance.random(sizeVariation)) - pLast->sizeOffset;
|
||||
pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
|
||||
|
||||
min = rotationMin;
|
||||
max = rotationMax;
|
||||
pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
|
||||
pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
|
||||
pLast->rotation = random(min, max);
|
||||
pLast->rotation = Math::instance.random(min, max);
|
||||
|
||||
pLast->color = colors[0];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user