mirror of
https://github.com/love2d/love.git
synced 2026-08-18 03:34:23 +02:00
4ec7609d37
New particles are spawned around the particle emitter position according to a
configurabe distribution.
New functionality:
particlesystem:setAreaSpread(distributon, x, y)
distribution, x, y = particlesystem:getAreaSpread()
Where `distribution' is one of "none", "uniform", "normal".
`x' and `y' take different meaning based on the distribution:
* none: no area spread - particles spawned at emitter position.
* uniform: particle spawned at px,py in the rectangle around emitter
position ex,ey, i.e.:
ex - x < px < ex + x, ey - y < py < ey + y,
* normal: particle position drawn from a normal/gaussian distribution
with mean ex,ey and standard deviation x,y, i.e.:
px \in N(ex, x²), py \in N(ey, y²).
452 lines
12 KiB
C++
452 lines
12 KiB
C++
/**
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* Copyright (c) 2006-2012 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 "wrap_ParticleSystem.h"
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#include "common/Vector.h"
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#include <cstring>
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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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ParticleSystem *luax_checkparticlesystem(lua_State *L, int idx)
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{
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return luax_checktype<ParticleSystem>(L, idx, "ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_T);
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}
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int w_ParticleSystem_setSprite(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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Image *i = luax_checkimage(L, 2);
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t->setSprite(i);
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return 0;
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}
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int w_ParticleSystem_setBufferSize(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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int arg1 = luaL_checkint(L, 2);
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t->setBufferSize((unsigned int)arg1);
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return 0;
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}
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int w_ParticleSystem_setEmissionRate(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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int arg1 = luaL_checkint(L, 2);
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t->setEmissionRate((unsigned int)arg1);
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return 0;
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}
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int w_ParticleSystem_setLifetime(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setLifetime(arg1);
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return 0;
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}
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int w_ParticleSystem_setParticleLife(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setParticleLife(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setPosition(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_checknumber(L, 3);
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t->setPosition(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setAreaSpread(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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ParticleSystem::AreaSpreadDistribution distribution;
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const char *str = luaL_checkstring(L, 2);
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if (!ParticleSystem::getConstant(str, distribution))
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return luaL_error(L, "Invalid distribution: '%s'", str);
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float x = (float)luaL_checknumber(L, 3);
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float y = (float)luaL_checknumber(L, 4);
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if (x < 0.0f || y < 0.0f)
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return luaL_error(L, "Invalid area spread parameters (must be >= 0)");
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t->setAreaSpread(distribution, x, y);
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return 0;
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}
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int w_ParticleSystem_setDirection(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setDirection(arg1);
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return 0;
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}
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int w_ParticleSystem_setSpread(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSpread(arg1);
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return 0;
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}
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int w_ParticleSystem_setRelativeDirection(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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bool arg1 = (bool)luax_toboolean(L, 2);
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t->setRelativeDirection(arg1);
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return 0;
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}
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int w_ParticleSystem_setSpeed(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setSpeed(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setGravity(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setGravity(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setRadialAcceleration(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setRadialAcceleration(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setTangentialAcceleration(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setTangentialAcceleration(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setSizes(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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size_t nSizes = lua_gettop(L) - 1;
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if (nSizes > 8)
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return luaL_error(L, "At most eight (8) sizes may be used.");
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if (nSizes <= 1)
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{
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float size = luax_checkfloat(L, 2);
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t->setSize(size);
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}
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else
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{
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std::vector<float> sizes(nSizes);
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for (size_t i = 0; i < nSizes; ++i)
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sizes[i] = luax_checkfloat(L, 1 + i + 1);
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t->setSize(sizes);
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}
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return 0;
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}
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int w_ParticleSystem_setSizeVariation(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSizeVariation(arg1);
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return 0;
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}
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int w_ParticleSystem_setRotation(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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t->setRotation(arg1, arg2);
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return 0;
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}
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int w_ParticleSystem_setSpin(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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float arg2 = (float)luaL_optnumber(L, 3, arg1);
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float arg3 = (float)luaL_optnumber(L, 4, 0);
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t->setSpin(arg1, arg2, arg3);
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return 0;
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}
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int w_ParticleSystem_setSpinVariation(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float arg1 = (float)luaL_checknumber(L, 2);
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t->setSpinVariation(arg1);
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return 0;
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}
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int w_ParticleSystem_setColors(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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int cargs = lua_gettop(L) - 1;
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size_t nColors = (cargs + 3) / 4; // nColors = ceil(color_args / 4)
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if (cargs % 4 != 0 || cargs == 0)
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return luaL_error(L, "Expected red, green, blue, and alpha. Only got %d of 4 components.", cargs % 4);
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if (nColors > 8)
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return luaL_error(L, "At most eight (8) colors may be used.");
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if (nColors == 1)
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{
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int r = luaL_checkint(L, 2);
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int g = luaL_checkint(L, 3);
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int b = luaL_checkint(L, 4);
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int a = luaL_checkint(L, 5);
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t->setColor(Color(r,g,b,a));
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}
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else
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{
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std::vector<Color> colors(nColors);
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for (size_t i = 0; i < nColors; ++i)
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{
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int r = luaL_checkint(L, 1 + i*4 + 1);
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int g = luaL_checkint(L, 1 + i*4 + 2);
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int b = luaL_checkint(L, 1 + i*4 + 3);
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int a = luaL_checkint(L, 1 + i*4 + 4);
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colors[i] = Color(r,g,b,a);
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}
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t->setColor(colors);
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}
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return 0;
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}
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int w_ParticleSystem_setOffset(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float x = (float)luaL_checknumber(L, 2);
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float y = (float)luaL_checknumber(L, 3);
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t->setOffset(x, y);
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return 0;
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}
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int w_ParticleSystem_getX(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getX());
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return 1;
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}
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int w_ParticleSystem_getY(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getY());
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return 1;
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}
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int w_ParticleSystem_getPosition(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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const love::Vector &p = t->getPosition();
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lua_pushnumber(L, p.x);
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lua_pushnumber(L, p.y);
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return 2;
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}
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int w_ParticleSystem_getAreaSpread(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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ParticleSystem::AreaSpreadDistribution distribution = t-> getAreaSpreadDistribution();
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const char *str;
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ParticleSystem::getConstant(distribution, str);
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const love::Vector &p = t->getAreaSpreadParameters();
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lua_pushstring(L, str);
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lua_pushnumber(L, p.x);
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lua_pushnumber(L, p.y);
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return 3;
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}
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int w_ParticleSystem_getDirection(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getDirection());
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return 1;
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}
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int w_ParticleSystem_getSpread(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getSpread());
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return 1;
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}
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int w_ParticleSystem_getOffsetX(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getOffsetX());
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return 1;
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}
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int w_ParticleSystem_getOffsetY(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->getOffsetY());
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return 1;
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}
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int w_ParticleSystem_count(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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lua_pushnumber(L, t->count());
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return 1;
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}
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int w_ParticleSystem_start(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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t->start();
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return 0;
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}
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int w_ParticleSystem_stop(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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t->stop();
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return 0;
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}
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int w_ParticleSystem_pause(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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t->pause();
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return 0;
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}
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int w_ParticleSystem_reset(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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t->reset();
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return 0;
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}
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int w_ParticleSystem_isActive(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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luax_pushboolean(L, t->isActive());
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return 1;
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}
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int w_ParticleSystem_isEmpty(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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luax_pushboolean(L, t->isEmpty());
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return 1;
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}
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int w_ParticleSystem_isFull(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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luax_pushboolean(L, t->isFull());
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return 1;
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}
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int w_ParticleSystem_update(lua_State *L)
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{
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ParticleSystem *t = luax_checkparticlesystem(L, 1);
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float dt = (float)luaL_checknumber(L, 2);
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t->update(dt);
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return 0;
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}
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static const luaL_Reg functions[] =
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{
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{ "setSprite", w_ParticleSystem_setSprite },
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{ "setBufferSize", w_ParticleSystem_setBufferSize },
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{ "setEmissionRate", w_ParticleSystem_setEmissionRate },
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{ "setLifetime", w_ParticleSystem_setLifetime },
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{ "setParticleLife", w_ParticleSystem_setParticleLife },
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{ "setPosition", w_ParticleSystem_setPosition },
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{ "setAreaSpread", w_ParticleSystem_setAreaSpread },
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{ "setDirection", w_ParticleSystem_setDirection },
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{ "setSpread", w_ParticleSystem_setSpread },
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{ "setRelativeDirection", w_ParticleSystem_setRelativeDirection },
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{ "setSpeed", w_ParticleSystem_setSpeed },
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{ "setGravity", w_ParticleSystem_setGravity },
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{ "setRadialAcceleration", w_ParticleSystem_setRadialAcceleration },
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{ "setTangentialAcceleration", w_ParticleSystem_setTangentialAcceleration },
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{ "setSizes", w_ParticleSystem_setSizes },
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{ "setSizeVariation", w_ParticleSystem_setSizeVariation },
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{ "setRotation", w_ParticleSystem_setRotation },
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{ "setSpin", w_ParticleSystem_setSpin },
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{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
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{ "setColors", w_ParticleSystem_setColors },
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{ "setOffset", w_ParticleSystem_setOffset },
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{ "getX", w_ParticleSystem_getX },
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{ "getY", w_ParticleSystem_getY },
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{ "getPosition", w_ParticleSystem_getPosition },
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{ "getAreaSpread", w_ParticleSystem_getAreaSpread },
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{ "getDirection", w_ParticleSystem_getDirection },
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{ "getSpread", w_ParticleSystem_getSpread },
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{ "getOffsetX", w_ParticleSystem_getOffsetX },
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{ "getOffsetY", w_ParticleSystem_getOffsetY },
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{ "count", w_ParticleSystem_count },
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{ "start", w_ParticleSystem_start },
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{ "stop", w_ParticleSystem_stop },
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{ "pause", w_ParticleSystem_pause },
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{ "reset", w_ParticleSystem_reset },
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{ "isActive", w_ParticleSystem_isActive },
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{ "isEmpty", w_ParticleSystem_isEmpty },
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{ "isFull", w_ParticleSystem_isFull },
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{ "update", w_ParticleSystem_update },
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{ 0, 0 }
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};
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extern "C" int luaopen_particlesystem(lua_State *L)
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{
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return luax_register_type(L, "ParticleSystem", functions);
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}
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} // opengl
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} // graphics
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} // love
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