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https://github.com/love2d/love.git
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521 lines
12 KiB
C++
521 lines
12 KiB
C++
/**
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* Copyright (c) 2006-2011 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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#include "ParticleSystem.h"
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#include <common/math.h>
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#include <GL/gl.h>
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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 opengl
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{
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namespace
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{
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Colorf colorToFloat(const Color& c) {
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return Colorf( (GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f );
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}
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}
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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 = (rand() / (float(RAND_MAX)+1));
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return low*(1-r)+high*r;
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}
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ParticleSystem::ParticleSystem(Image * sprite, unsigned int buffer) : pStart(0), pLast(0), pEnd(0), active(true), emissionRate(0),
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emitCounter(0), lifetime(-1), life(0), particleLifeMin(0), particleLifeMax(0),
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direction(0), spread(0), relative(false), speedMin(0), speedMax(0), gravityMin(0),
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gravityMax(0), radialAccelerationMin(0), radialAccelerationMax(0),
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tangentialAccelerationMin(0), tangentialAccelerationMax(0),
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sizeVariation(0), rotationMin(0), rotationMax(0),
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spinStart(0), spinEnd(0), spinVariation(0), offsetX(sprite->getWidth()*0.5f),
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offsetY(sprite->getHeight()*0.5f)
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{
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this->sprite = sprite;
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sprite->retain();
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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(buffer);
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}
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ParticleSystem::~ParticleSystem()
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{
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if (this->sprite != 0)
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this->sprite->release();
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if (pStart != 0)
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delete [] pStart;
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}
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void ParticleSystem::add()
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{
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if (isFull()) return;
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float min,max;
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min = particleLifeMin;
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max = particleLifeMax;
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if (min == max)
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pLast->life = min;
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else
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pLast->life = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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pLast->lifetime = pLast->life;
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pLast->position[0] = position.getX();
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pLast->position[1] = position.getY();
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min = direction - spread/2.0f;
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max = direction + spread/2.0f;
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pLast->direction = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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pLast->origin = position;
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min = speedMin;
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max = speedMax;
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float speed = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
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pLast->speed *= speed;
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min = gravityMin;
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max = gravityMax;
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pLast->gravity = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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min = radialAccelerationMin;
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max = radialAccelerationMax;
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pLast->radialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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min = tangentialAccelerationMin;
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max = tangentialAccelerationMax;
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pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
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pLast->sizeOffset = (rand() / (float(RAND_MAX)+1)) * sizeVariation; // time offset for size change
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pLast->sizeIntervalSize = (1.0f - (rand() / (float(RAND_MAX)+1)) * sizeVariation) - pLast->sizeOffset;
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pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
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min = rotationMin;
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max = rotationMax;
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pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
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pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
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pLast->rotation = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;;
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pLast->color = colors[0];
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pLast++;
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}
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void ParticleSystem::remove(particle * p)
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{
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if (!isEmpty())
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{
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*p = *(--pLast);
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}
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}
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void ParticleSystem::setSprite(Image * image)
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{
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if (sprite != 0)
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sprite->release();
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sprite = image;
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sprite->retain();
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}
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void ParticleSystem::setBufferSize(unsigned int size)
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{
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// delete previous data
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delete [] pStart;
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pLast = pStart = new particle[size];
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pEnd = pStart + size;
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}
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void ParticleSystem::setEmissionRate(int rate)
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{
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emissionRate = rate;
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}
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void ParticleSystem::setLifetime(float life)
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{
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this->life = lifetime = life;
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}
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void ParticleSystem::setParticleLife(float min, float max)
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{
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particleLifeMin = min;
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if (max == 0)
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particleLifeMax = min;
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else
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particleLifeMax = max;
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}
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void ParticleSystem::setPosition(float x, float y)
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{
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position = love::Vector(x, y);
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}
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void ParticleSystem::setDirection(float direction)
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{
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this->direction = direction;
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}
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void ParticleSystem::setSpread(float spread)
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{
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this->spread = spread;
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}
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void ParticleSystem::setRelativeDirection(bool relative)
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{
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this->relative = relative;
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}
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void ParticleSystem::setSpeed(float speed)
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{
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speedMin = speedMax = speed;
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}
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void ParticleSystem::setSpeed(float min, float max)
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{
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speedMin = min;
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speedMax = max;
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}
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void ParticleSystem::setGravity(float gravity)
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{
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gravityMin = gravityMax = gravity;
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}
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void ParticleSystem::setGravity(float min, float max)
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{
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gravityMin = min;
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gravityMax = max;
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}
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void ParticleSystem::setRadialAcceleration(float acceleration)
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{
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radialAccelerationMin = radialAccelerationMax = acceleration;
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}
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void ParticleSystem::setRadialAcceleration(float min, float max)
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{
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radialAccelerationMin = min;
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radialAccelerationMax = max;
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}
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void ParticleSystem::setTangentialAcceleration(float acceleration)
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{
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tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
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}
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void ParticleSystem::setTangentialAcceleration(float min, float max)
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{
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tangentialAccelerationMin = min;
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tangentialAccelerationMax = max;
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}
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void ParticleSystem::setSize(float size)
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{
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sizes.resize(1);
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sizes[0] = size;
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}
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void ParticleSystem::setSize(const std::vector<float>& newSizes, float variation)
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{
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sizes = newSizes;
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sizeVariation = variation;
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}
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void ParticleSystem::setSizeVariation(float variation)
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{
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sizeVariation = variation;
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}
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void ParticleSystem::setRotation(float rotation)
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{
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rotationMin = rotationMax = rotation;
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}
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void ParticleSystem::setRotation(float min, float max)
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{
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rotationMin = min;
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rotationMax = max;
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}
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void ParticleSystem::setSpin(float spin)
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{
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spinStart = spin;
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spinEnd = spin;
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}
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void ParticleSystem::setSpin(float start, float end)
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{
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spinStart = start;
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spinEnd = end;
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}
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void ParticleSystem::setSpin(float start, float end, float variation)
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{
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spinStart = start;
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spinEnd = end;
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spinVariation = variation;
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}
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void ParticleSystem::setSpinVariation(float variation)
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{
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spinVariation = variation;
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}
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void ParticleSystem::setColor(const Color& color)
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{
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colors.resize(1);
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colors[0] = colorToFloat(color);
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}
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void ParticleSystem::setColor(const std::vector<Color>& newColors)
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{
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colors.resize( newColors.size() );
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for (size_t i = 0; i < newColors.size(); ++i)
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colors[i] = colorToFloat( newColors[i] );
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}
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void ParticleSystem::setOffset(float x, float y)
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{
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offsetX = x;
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offsetY = y;
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}
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float ParticleSystem::getX() const
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{
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return position.getX();
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}
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float ParticleSystem::getY() const
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{
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return position.getY();
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}
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float ParticleSystem::getDirection() const
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{
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return direction;
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}
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float ParticleSystem::getSpread() const
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{
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return spread;
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}
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float ParticleSystem::getOffsetX() const
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{
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return offsetX;
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}
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float ParticleSystem::getOffsetY() const
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{
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return offsetY;
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}
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int ParticleSystem::count() const
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{
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return (int)(pLast - pStart);
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}
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void ParticleSystem::start()
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{
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active = true;
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}
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void ParticleSystem::stop()
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{
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active = false;
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life = lifetime;
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emitCounter = 0;
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}
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void ParticleSystem::pause()
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{
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active = false;
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}
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void ParticleSystem::reset()
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{
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pLast = pStart;
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life = lifetime;
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emitCounter = 0;
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}
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bool ParticleSystem::isActive() const
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{
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return active;
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}
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bool ParticleSystem::isEmpty() const
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{
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return pStart == pLast;
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}
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bool ParticleSystem::isFull() const
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{
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return pLast == pEnd;
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}
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void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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if (sprite == 0) return; // just in case of failure
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glPushMatrix();
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glPushAttrib(GL_CURRENT_BIT);
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Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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glMultMatrixf((const GLfloat*)t.getElements());
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particle * p = pStart;
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while (p != pLast)
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{
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glPushMatrix();
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glColor4f(p->color.r, p->color.g, p->color.b, p->color.a);
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sprite->draw(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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glPopMatrix();
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p++;
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}
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glPopAttrib();
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glPopMatrix();
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}
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void ParticleSystem::update(float dt)
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{
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// Traverse all particles and update.
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particle * p = pStart;
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// Make some more particles.
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if (active)
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{
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float rate = 1.0f / emissionRate; // the amount of time between each particle emit
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emitCounter += dt;
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while (emitCounter > rate)
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{
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add();
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emitCounter -= rate;
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}
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/*int particles = (int)(emissionRate * dt);
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for (int i = 0; i != particles; i++)
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add();*/
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life -= dt;
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if (lifetime != -1 && life < 0)
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stop();
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}
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while (p != pLast)
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{
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// Decrease lifespan.
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p->life -= dt;
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if (p->life > 0)
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{
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// Temp variables.
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love::Vector radial, tangential, gravity(0, p->gravity);
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love::Vector ppos(p->position[0], p->position[1]);
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// Get vector from particle center to particle.
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radial = ppos - p->origin;
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radial.normalize();
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tangential = radial;
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// Resize radial acceleration.
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radial *= p->radialAcceleration;
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// Calculate tangential acceleration.
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{
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float a = tangential.getX();
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tangential.setX(-tangential.getY());
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tangential.setY(a);
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}
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// Resize tangential.
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tangential *= p->tangentialAcceleration;
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// Update position.
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p->speed += (radial+tangential+gravity)*dt;
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// Modify position.
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ppos += p->speed * dt;
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p->position[0] = ppos.getX();
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p->position[1] = ppos.getY();
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const float t = 1.0f - p->life / p->lifetime;
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// Rotate.
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p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t)*dt;
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// Change size according to given intervals:
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// i = 0 1 2 3 n-1
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// |-------|-------|------|--- ... ---|
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// t = 0 1/(n-1) 3/(n-1) 1
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//
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// `s' is the interpolation variable scaled to the current
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// interval width, e.g. if n = 5 and t = 0.3, then the current
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// indices are 1,2 and s = 0.3 - 0.25 = 0.05
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float s = p->sizeOffset + t * p->sizeIntervalSize; // size variation
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s *= (float)(sizes.size() - 1); // 0 <= s < sizes.size()
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size_t i = (size_t)s;
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size_t k = (i == sizes.size() - 1) ? i : i + 1; // boundary check (prevents failing on t = 1.0f)
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s -= (float)i; // transpose s to be in interval [0:1]: i <= s < i + 1 ~> 0 <= s < 1
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p->size = sizes[i] * (1.0f - t) + sizes[k] * t;
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// Update color according to given intervals (as above)
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s = t * (float)(colors.size() - 1);
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i = (size_t)s;
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k = (i == colors.size() - 1) ? i : i + 1;
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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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// Next particle.
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p++;
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}
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else
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{
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remove(p);
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if (p >= pLast)
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return;
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} // else
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} // while
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}
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} // opengl
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} // graphics
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} // love
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