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https://github.com/love2d/love.git
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1146 lines
26 KiB
C++
1146 lines
26 KiB
C++
/**
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* Copyright (c) 2006-2024 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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//LOVE
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#include "common/config.h"
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#include "ParticleSystem.h"
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#include "Graphics.h"
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#include "common/math.h"
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#include "modules/math/RandomGenerator.h"
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// STD
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#include <algorithm>
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#include <cmath>
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#include <cstdlib>
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namespace love
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{
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namespace graphics
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{
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namespace
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{
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love::math::RandomGenerator rng;
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float calculate_variation(float inner, float outer, float var)
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{
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float low = inner - (outer/2.0f)*var;
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float high = inner + (outer/2.0f)*var;
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float r = (float) rng.random();
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return low*(1-r)+high*r;
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}
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} // anonymous namespace
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love::Type ParticleSystem::type("ParticleSystem", &Drawable::type);
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ParticleSystem::ParticleSystem(Texture *texture, uint32 size)
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: pMem(nullptr)
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, pFree(nullptr)
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, pHead(nullptr)
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, pTail(nullptr)
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, texture(texture)
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, active(true)
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, insertMode(INSERT_MODE_TOP)
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, maxParticles(0)
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, activeParticles(0)
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, emissionRate(0)
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, emitCounter(0)
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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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, particleLifeMax(0)
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, direction(0)
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, spread(0)
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, speedMin(0)
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, speedMax(0)
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, linearAccelerationMin(0, 0)
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, linearAccelerationMax(0, 0)
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, radialAccelerationMin(0)
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, radialAccelerationMax(0)
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, tangentialAccelerationMin(0)
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, tangentialAccelerationMax(0)
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, linearDampingMin(0.0f)
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, linearDampingMax(0.0f)
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, sizeVariation(0)
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, rotationMin(0)
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, rotationMax(0)
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, spinStart(0)
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, spinEnd(0)
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, spinVariation(0)
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, offset(float(texture->getWidth())*0.5f, float(texture->getHeight())*0.5f)
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, defaultOffset(true)
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, relativeRotation(false)
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, vertexAttributes(CommonFormat::XYf_STf_RGBAub, 0)
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, buffer(nullptr)
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{
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if (size == 0 || size > MAX_PARTICLES)
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throw love::Exception("Invalid ParticleSystem size.");
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if (texture->getTextureType() != TEXTURE_2D)
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throw love::Exception("Only 2D textures can be used with ParticleSystems.");
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sizes.push_back(1.0f);
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colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
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setBufferSize(size);
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}
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ParticleSystem::ParticleSystem(const ParticleSystem &p)
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: pMem(nullptr)
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, pFree(nullptr)
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, pHead(nullptr)
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, pTail(nullptr)
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, texture(p.texture)
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, active(p.active)
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, insertMode(p.insertMode)
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, maxParticles(p.maxParticles)
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, activeParticles(0)
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, emissionRate(p.emissionRate)
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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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, 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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, particleLifeMax(p.particleLifeMax)
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, direction(p.direction)
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, spread(p.spread)
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, speedMin(p.speedMin)
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, speedMax(p.speedMax)
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, linearAccelerationMin(p.linearAccelerationMin)
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, linearAccelerationMax(p.linearAccelerationMax)
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, radialAccelerationMin(p.radialAccelerationMin)
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, radialAccelerationMax(p.radialAccelerationMax)
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, tangentialAccelerationMin(p.tangentialAccelerationMin)
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, tangentialAccelerationMax(p.tangentialAccelerationMax)
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, linearDampingMin(p.linearDampingMin)
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, linearDampingMax(p.linearDampingMax)
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, sizes(p.sizes)
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, sizeVariation(p.sizeVariation)
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, rotationMin(p.rotationMin)
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, rotationMax(p.rotationMax)
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, spinStart(p.spinStart)
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, spinEnd(p.spinEnd)
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, spinVariation(p.spinVariation)
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, offset(p.offset)
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, defaultOffset(p.defaultOffset)
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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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, vertexAttributes(p.vertexAttributes)
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, buffer(nullptr)
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{
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setBufferSize(maxParticles);
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}
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ParticleSystem::~ParticleSystem()
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{
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deleteBuffers();
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}
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ParticleSystem *ParticleSystem::clone()
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{
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return new ParticleSystem(*this);
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}
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void ParticleSystem::resetOffset()
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{
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if (quads.empty())
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offset = love::Vector2(float(texture->getWidth())*0.5f, float(texture->getHeight())*0.5f);
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else
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{
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Quad::Viewport v = quads[0]->getViewport();
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offset = love::Vector2(v.w*0.5f, v.h*0.5f);
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}
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}
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void ParticleSystem::createBuffers(size_t size)
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{
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try
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{
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pFree = pMem = new Particle[size];
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maxParticles = (uint32) size;
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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size_t bytes = sizeof(Vertex) * size * 4;
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Buffer::Settings settings(BUFFERUSAGEFLAG_VERTEX, BUFFERDATAUSAGE_STREAM);
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auto decl = Buffer::getCommonFormatDeclaration(CommonFormat::XYf_STf_RGBAub);
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buffer = gfx->newBuffer(settings, decl, nullptr, bytes, 0);
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}
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catch (std::bad_alloc &)
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{
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deleteBuffers();
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throw love::Exception("Out of memory");
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}
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}
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void ParticleSystem::deleteBuffers()
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{
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delete[] pMem;
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if (buffer)
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buffer->release();
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pMem = nullptr;
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buffer = nullptr;
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maxParticles = 0;
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activeParticles = 0;
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}
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void ParticleSystem::setBufferSize(uint32 size)
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{
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if (size == 0 || size > MAX_PARTICLES)
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throw love::Exception("Invalid buffer size");
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deleteBuffers();
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createBuffers(size);
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reset();
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}
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uint32 ParticleSystem::getBufferSize() const
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{
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return maxParticles;
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}
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void ParticleSystem::addParticle(float t)
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{
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if (isFull())
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return;
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// Gets a free particle and updates the allocation pointer.
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Particle *p = pFree++;
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initParticle(p, t);
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switch (insertMode)
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{
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default:
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case INSERT_MODE_TOP:
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insertTop(p);
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break;
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case INSERT_MODE_BOTTOM:
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insertBottom(p);
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break;
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case INSERT_MODE_RANDOM:
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insertRandom(p);
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break;
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}
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activeParticles++;
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}
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void ParticleSystem::initParticle(Particle *p, float t)
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{
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float min,max;
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// Linearly interpolate between the previous and current emitter position.
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love::Vector2 pos = prevPosition + (position - prevPosition) * t;
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min = particleLifeMin;
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max = particleLifeMax;
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if (min == max)
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p->life = min;
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else
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p->life = (float) rng.random(min, max);
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p->lifetime = p->life;
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p->position = pos;
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min = direction - spread/2.0f;
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max = direction + spread/2.0f;
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float dir = (float) rng.random(min, max);
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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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float c, s;
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switch (emissionAreaDistribution)
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{
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case DISTRIBUTION_UNIFORM:
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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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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 = 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) * 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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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 + 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 + 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 - 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 - 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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default:
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break;
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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 (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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min = speedMin;
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max = speedMax;
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float speed = (float) rng.random(min, max);
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p->velocity = love::Vector2(cosf(dir), sinf(dir)) * speed;
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p->linearAcceleration.x = (float) rng.random(linearAccelerationMin.x, linearAccelerationMax.x);
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p->linearAcceleration.y = (float) rng.random(linearAccelerationMin.y, linearAccelerationMax.y);
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min = radialAccelerationMin;
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max = radialAccelerationMax;
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p->radialAcceleration = (float) rng.random(min, max);
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min = tangentialAccelerationMin;
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max = tangentialAccelerationMax;
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p->tangentialAcceleration = (float) rng.random(min, max);
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min = linearDampingMin;
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max = linearDampingMax;
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p->linearDamping = (float) rng.random(min, max);
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p->sizeOffset = (float) rng.random(sizeVariation); // time offset for size change
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p->sizeIntervalSize = (1.0f - (float) rng.random(sizeVariation)) - p->sizeOffset;
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p->size = sizes[(size_t)(p->sizeOffset - .5f) * (sizes.size() - 1)];
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min = rotationMin;
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max = rotationMax;
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p->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
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p->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
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p->rotation = (float) rng.random(min, max);
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p->angle = p->rotation;
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if (relativeRotation)
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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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{
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if (pHead == nullptr)
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{
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pHead = p;
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p->prev = nullptr;
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}
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else
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{
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pTail->next = p;
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p->prev = pTail;
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}
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p->next = nullptr;
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pTail = p;
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}
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void ParticleSystem::insertBottom(Particle *p)
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{
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if (pTail == nullptr)
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{
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pTail = p;
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p->next = nullptr;
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}
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else
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{
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pHead->prev = p;
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p->next = pHead;
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}
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p->prev = nullptr;
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pHead = p;
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}
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void ParticleSystem::insertRandom(Particle *p)
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{
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// Nonuniform, but 64-bit is so large nobody will notice. Hopefully.
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uint64 pos = rng.rand() % ((int64) activeParticles + 1);
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// Special case where the particle gets inserted before the head.
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if (pos == activeParticles)
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{
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Particle *pA = pHead;
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if (pA)
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pA->prev = p;
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p->prev = nullptr;
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p->next = pA;
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pHead = p;
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return;
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}
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// Inserts the particle after the randomly selected particle.
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Particle *pA = pMem + pos;
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Particle *pB = pA->next;
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pA->next = p;
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if (pB)
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pB->prev = p;
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else
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pTail = p;
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p->prev = pA;
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p->next = pB;
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}
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ParticleSystem::Particle *ParticleSystem::removeParticle(Particle *p)
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{
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// The linked list is updated in this function and old pointers may be
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// invalidated. The returned pointer will inform the caller of the new
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// pointer to the next particle.
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Particle *pNext = nullptr;
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// Removes the particle from the linked list.
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if (p->prev)
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p->prev->next = p->next;
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else
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pHead = p->next;
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if (p->next)
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{
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p->next->prev = p->prev;
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pNext = p->next;
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}
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else
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pTail = p->prev;
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// The (in memory) last particle can now be moved into the free slot.
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// It will skip the moving if it happens to be the removed particle.
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pFree--;
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if (p != pFree)
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{
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*p = *pFree;
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if (pNext == pFree)
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pNext = p;
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if (p->prev)
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p->prev->next = p;
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else
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pHead = p;
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if (p->next)
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p->next->prev = p;
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else
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pTail = p;
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}
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activeParticles--;
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return pNext;
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}
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void ParticleSystem::setTexture(Texture *tex)
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{
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if (texture->getTextureType() != TEXTURE_2D)
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throw love::Exception("Only 2D textures can be used with ParticleSystems.");
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texture.set(tex);
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if (defaultOffset)
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resetOffset();
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}
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Texture *ParticleSystem::getTexture() const
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{
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return texture.get();
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}
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void ParticleSystem::setInsertMode(InsertMode mode)
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{
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insertMode = mode;
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}
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ParticleSystem::InsertMode ParticleSystem::getInsertMode() const
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{
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return insertMode;
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}
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void ParticleSystem::setEmissionRate(float rate)
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{
|
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if (rate < 0.0f)
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throw love::Exception("Invalid emission rate");
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emissionRate = rate;
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|
|
// Prevent an explosion when dramatically increasing the rate
|
|
emitCounter = std::min(emitCounter, 1.0f/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::Vector2(x, y);
|
|
prevPosition = position;
|
|
}
|
|
|
|
const love::Vector2 &ParticleSystem::getPosition() const
|
|
{
|
|
return position;
|
|
}
|
|
|
|
void ParticleSystem::moveTo(float x, float y)
|
|
{
|
|
position = love::Vector2(x, y);
|
|
}
|
|
|
|
void ParticleSystem::setEmissionArea(AreaSpreadDistribution distribution, float x, float y, float angle, bool directionRelativeToCenter)
|
|
{
|
|
emissionArea = love::Vector2(x, y);
|
|
emissionAreaDistribution = distribution;
|
|
emissionAreaAngle = angle;
|
|
directionRelativeToEmissionCenter = directionRelativeToCenter;
|
|
}
|
|
|
|
ParticleSystem::AreaSpreadDistribution ParticleSystem::getEmissionArea(love::Vector2 ¶ms, float &angle, bool &directionRelativeToCenter) const
|
|
{
|
|
params = emissionArea;
|
|
angle = emissionAreaAngle;
|
|
directionRelativeToCenter = directionRelativeToEmissionCenter;
|
|
return emissionAreaDistribution;
|
|
}
|
|
|
|
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::Vector2(xmin, ymin);
|
|
linearAccelerationMax = love::Vector2(xmax, ymax);
|
|
}
|
|
|
|
void ParticleSystem::getLinearAcceleration(love::Vector2 &min, love::Vector2 &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::Vector2(x, y);
|
|
defaultOffset = false;
|
|
}
|
|
|
|
love::Vector2 ParticleSystem::getOffset() const
|
|
{
|
|
return offset;
|
|
}
|
|
|
|
void ParticleSystem::setColor(const std::vector<Colorf> &newColors)
|
|
{
|
|
colors = newColors;
|
|
|
|
// We don't support colors outside of [0,1] when drawing the ParticleSystem.
|
|
for (auto &c : colors)
|
|
{
|
|
c.r = std::min(std::max(c.r, 0.0f), 1.0f);
|
|
c.g = std::min(std::max(c.g, 0.0f), 1.0f);
|
|
c.b = std::min(std::max(c.b, 0.0f), 1.0f);
|
|
c.a = std::min(std::max(c.a, 0.0f), 1.0f);
|
|
}
|
|
}
|
|
|
|
std::vector<Colorf> ParticleSystem::getColor() const
|
|
{
|
|
return colors;
|
|
}
|
|
|
|
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::Vector2 radial, tangential;
|
|
love::Vector2 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.x;
|
|
tangential.x = -tangential.y;
|
|
tangential.y = 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;
|
|
}
|
|
|
|
life -= dt;
|
|
if (lifetime != -1 && life < 0)
|
|
stop();
|
|
}
|
|
|
|
prevPosition = position;
|
|
}
|
|
|
|
void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
|
|
{
|
|
uint32 pCount = getCount();
|
|
|
|
if (pCount == 0 || texture.get() == nullptr || pMem == nullptr || buffer == nullptr)
|
|
return;
|
|
|
|
gfx->flushBatchedDraws();
|
|
|
|
if (Shader::isDefaultActive())
|
|
Shader::attachDefault(Shader::STANDARD_DEFAULT);
|
|
|
|
if (Shader::current)
|
|
Shader::current->validateDrawState(PRIMITIVE_TRIANGLES, texture);
|
|
|
|
const Vector2 *positions = texture->getQuad()->getVertexPositions();
|
|
const Vector2 *texcoords = texture->getQuad()->getVertexTexCoords();
|
|
|
|
Vertex *pVerts = (Vertex *) buffer->map(Buffer::MAP_WRITE_INVALIDATE, 0, buffer->getSize());
|
|
Particle *p = pHead;
|
|
|
|
bool useQuads = !quads.empty();
|
|
|
|
Matrix3 t;
|
|
|
|
// set the vertex data for each particle (transformation, texcoords, color)
|
|
while (p)
|
|
{
|
|
if (useQuads)
|
|
{
|
|
positions = quads[p->quadIndex]->getVertexPositions();
|
|
texcoords = quads[p->quadIndex]->getVertexTexCoords();
|
|
}
|
|
|
|
// particle vertices are image vertices transformed by particle info
|
|
t.setTransformation(p->position.x, p->position.y, p->angle, p->size, p->size, offset.x, offset.y, 0.0f, 0.0f);
|
|
t.transformXY(pVerts, positions, 4);
|
|
|
|
// Particle colors are stored as floats (0-1) but vertex colors are
|
|
// unsigned bytes (0-255).
|
|
Color32 c = toColor32(p->color);
|
|
|
|
// set the texture coordinate and color data for particle vertices
|
|
for (int v = 0; v < 4; v++)
|
|
{
|
|
pVerts[v].s = texcoords[v].x;
|
|
pVerts[v].t = texcoords[v].y;
|
|
pVerts[v].color = c;
|
|
}
|
|
|
|
pVerts += 4;
|
|
p = p->next;
|
|
}
|
|
|
|
buffer->unmap(0, pCount * sizeof(Vertex) * 4);
|
|
|
|
Graphics::TempTransform transform(gfx, m);
|
|
|
|
BufferBindings vertexbuffers;
|
|
vertexbuffers.set(0, buffer, 0);
|
|
|
|
Texture *tex = gfx->getTextureOrDefaultForActiveShader(texture);
|
|
gfx->drawQuads(0, pCount, vertexAttributes, vertexbuffers, tex);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
std::vector<std::string> ParticleSystem::getConstants(AreaSpreadDistribution)
|
|
{
|
|
return distributions.getNames();
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
std::vector<std::string> ParticleSystem::getConstants(InsertMode)
|
|
{
|
|
return insertModes.getNames();
|
|
}
|
|
|
|
StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM>::Entry ParticleSystem::distributionsEntries[] =
|
|
{
|
|
{ "none", DISTRIBUTION_NONE },
|
|
{ "uniform", DISTRIBUTION_UNIFORM },
|
|
{ "normal", DISTRIBUTION_NORMAL },
|
|
{ "ellipse", DISTRIBUTION_ELLIPSE },
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{ "borderellipse", DISTRIBUTION_BORDER_ELLIPSE },
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{ "borderrectangle", DISTRIBUTION_BORDER_RECTANGLE }
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};
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StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM> ParticleSystem::distributions(ParticleSystem::distributionsEntries, sizeof(ParticleSystem::distributionsEntries));
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StringMap<ParticleSystem::InsertMode, ParticleSystem::INSERT_MODE_MAX_ENUM>::Entry ParticleSystem::insertModesEntries[] =
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{
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{ "top", INSERT_MODE_TOP },
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{ "bottom", INSERT_MODE_BOTTOM },
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{ "random", INSERT_MODE_RANDOM },
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};
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StringMap<ParticleSystem::InsertMode, ParticleSystem::INSERT_MODE_MAX_ENUM> ParticleSystem::insertModes(ParticleSystem::insertModesEntries, sizeof(ParticleSystem::insertModesEntries));
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} // graphics
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} // love
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