Files
love/src/modules/graphics/opengl/wrap_ParticleSystem.cpp
T
vrld 4ec7609d37 Fix issue #437: Area-based particle spawn.
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).
2012-09-10 19:58:44 +02:00

452 lines
12 KiB
C++

/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "wrap_ParticleSystem.h"
#include "common/Vector.h"
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
ParticleSystem *luax_checkparticlesystem(lua_State *L, int idx)
{
return luax_checktype<ParticleSystem>(L, idx, "ParticleSystem", GRAPHICS_PARTICLE_SYSTEM_T);
}
int w_ParticleSystem_setSprite(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
Image *i = luax_checkimage(L, 2);
t->setSprite(i);
return 0;
}
int w_ParticleSystem_setBufferSize(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setBufferSize((unsigned int)arg1);
return 0;
}
int w_ParticleSystem_setEmissionRate(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
int arg1 = luaL_checkint(L, 2);
t->setEmissionRate((unsigned int)arg1);
return 0;
}
int w_ParticleSystem_setLifetime(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setLifetime(arg1);
return 0;
}
int w_ParticleSystem_setParticleLife(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setParticleLife(arg1, arg2);
return 0;
}
int w_ParticleSystem_setPosition(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_checknumber(L, 3);
t->setPosition(arg1, arg2);
return 0;
}
int w_ParticleSystem_setAreaSpread(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
ParticleSystem::AreaSpreadDistribution distribution;
const char *str = luaL_checkstring(L, 2);
if (!ParticleSystem::getConstant(str, distribution))
return luaL_error(L, "Invalid distribution: '%s'", str);
float x = (float)luaL_checknumber(L, 3);
float y = (float)luaL_checknumber(L, 4);
if (x < 0.0f || y < 0.0f)
return luaL_error(L, "Invalid area spread parameters (must be >= 0)");
t->setAreaSpread(distribution, x, y);
return 0;
}
int w_ParticleSystem_setDirection(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setDirection(arg1);
return 0;
}
int w_ParticleSystem_setSpread(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpread(arg1);
return 0;
}
int w_ParticleSystem_setRelativeDirection(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
bool arg1 = (bool)luax_toboolean(L, 2);
t->setRelativeDirection(arg1);
return 0;
}
int w_ParticleSystem_setSpeed(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setSpeed(arg1, arg2);
return 0;
}
int w_ParticleSystem_setGravity(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setGravity(arg1, arg2);
return 0;
}
int w_ParticleSystem_setRadialAcceleration(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRadialAcceleration(arg1, arg2);
return 0;
}
int w_ParticleSystem_setTangentialAcceleration(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setTangentialAcceleration(arg1, arg2);
return 0;
}
int w_ParticleSystem_setSizes(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
size_t nSizes = lua_gettop(L) - 1;
if (nSizes > 8)
return luaL_error(L, "At most eight (8) sizes may be used.");
if (nSizes <= 1)
{
float size = luax_checkfloat(L, 2);
t->setSize(size);
}
else
{
std::vector<float> sizes(nSizes);
for (size_t i = 0; i < nSizes; ++i)
sizes[i] = luax_checkfloat(L, 1 + i + 1);
t->setSize(sizes);
}
return 0;
}
int w_ParticleSystem_setSizeVariation(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSizeVariation(arg1);
return 0;
}
int w_ParticleSystem_setRotation(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
t->setRotation(arg1, arg2);
return 0;
}
int w_ParticleSystem_setSpin(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
float arg2 = (float)luaL_optnumber(L, 3, arg1);
float arg3 = (float)luaL_optnumber(L, 4, 0);
t->setSpin(arg1, arg2, arg3);
return 0;
}
int w_ParticleSystem_setSpinVariation(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float arg1 = (float)luaL_checknumber(L, 2);
t->setSpinVariation(arg1);
return 0;
}
int w_ParticleSystem_setColors(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
int cargs = lua_gettop(L) - 1;
size_t nColors = (cargs + 3) / 4; // nColors = ceil(color_args / 4)
if (cargs % 4 != 0 || cargs == 0)
return luaL_error(L, "Expected red, green, blue, and alpha. Only got %d of 4 components.", cargs % 4);
if (nColors > 8)
return luaL_error(L, "At most eight (8) colors may be used.");
if (nColors == 1)
{
int r = luaL_checkint(L, 2);
int g = luaL_checkint(L, 3);
int b = luaL_checkint(L, 4);
int a = luaL_checkint(L, 5);
t->setColor(Color(r,g,b,a));
}
else
{
std::vector<Color> colors(nColors);
for (size_t i = 0; i < nColors; ++i)
{
int r = luaL_checkint(L, 1 + i*4 + 1);
int g = luaL_checkint(L, 1 + i*4 + 2);
int b = luaL_checkint(L, 1 + i*4 + 3);
int a = luaL_checkint(L, 1 + i*4 + 4);
colors[i] = Color(r,g,b,a);
}
t->setColor(colors);
}
return 0;
}
int w_ParticleSystem_setOffset(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float x = (float)luaL_checknumber(L, 2);
float y = (float)luaL_checknumber(L, 3);
t->setOffset(x, y);
return 0;
}
int w_ParticleSystem_getX(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getX());
return 1;
}
int w_ParticleSystem_getY(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getY());
return 1;
}
int w_ParticleSystem_getPosition(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
const love::Vector &p = t->getPosition();
lua_pushnumber(L, p.x);
lua_pushnumber(L, p.y);
return 2;
}
int w_ParticleSystem_getAreaSpread(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
ParticleSystem::AreaSpreadDistribution distribution = t-> getAreaSpreadDistribution();
const char *str;
ParticleSystem::getConstant(distribution, str);
const love::Vector &p = t->getAreaSpreadParameters();
lua_pushstring(L, str);
lua_pushnumber(L, p.x);
lua_pushnumber(L, p.y);
return 3;
}
int w_ParticleSystem_getDirection(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getDirection());
return 1;
}
int w_ParticleSystem_getSpread(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getSpread());
return 1;
}
int w_ParticleSystem_getOffsetX(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getOffsetX());
return 1;
}
int w_ParticleSystem_getOffsetY(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->getOffsetY());
return 1;
}
int w_ParticleSystem_count(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
lua_pushnumber(L, t->count());
return 1;
}
int w_ParticleSystem_start(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
t->start();
return 0;
}
int w_ParticleSystem_stop(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
t->stop();
return 0;
}
int w_ParticleSystem_pause(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
t->pause();
return 0;
}
int w_ParticleSystem_reset(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
t->reset();
return 0;
}
int w_ParticleSystem_isActive(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isActive());
return 1;
}
int w_ParticleSystem_isEmpty(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isEmpty());
return 1;
}
int w_ParticleSystem_isFull(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
luax_pushboolean(L, t->isFull());
return 1;
}
int w_ParticleSystem_update(lua_State *L)
{
ParticleSystem *t = luax_checkparticlesystem(L, 1);
float dt = (float)luaL_checknumber(L, 2);
t->update(dt);
return 0;
}
static const luaL_Reg functions[] =
{
{ "setSprite", w_ParticleSystem_setSprite },
{ "setBufferSize", w_ParticleSystem_setBufferSize },
{ "setEmissionRate", w_ParticleSystem_setEmissionRate },
{ "setLifetime", w_ParticleSystem_setLifetime },
{ "setParticleLife", w_ParticleSystem_setParticleLife },
{ "setPosition", w_ParticleSystem_setPosition },
{ "setAreaSpread", w_ParticleSystem_setAreaSpread },
{ "setDirection", w_ParticleSystem_setDirection },
{ "setSpread", w_ParticleSystem_setSpread },
{ "setRelativeDirection", w_ParticleSystem_setRelativeDirection },
{ "setSpeed", w_ParticleSystem_setSpeed },
{ "setGravity", w_ParticleSystem_setGravity },
{ "setRadialAcceleration", w_ParticleSystem_setRadialAcceleration },
{ "setTangentialAcceleration", w_ParticleSystem_setTangentialAcceleration },
{ "setSizes", w_ParticleSystem_setSizes },
{ "setSizeVariation", w_ParticleSystem_setSizeVariation },
{ "setRotation", w_ParticleSystem_setRotation },
{ "setSpin", w_ParticleSystem_setSpin },
{ "setSpinVariation", w_ParticleSystem_setSpinVariation },
{ "setColors", w_ParticleSystem_setColors },
{ "setOffset", w_ParticleSystem_setOffset },
{ "getX", w_ParticleSystem_getX },
{ "getY", w_ParticleSystem_getY },
{ "getPosition", w_ParticleSystem_getPosition },
{ "getAreaSpread", w_ParticleSystem_getAreaSpread },
{ "getDirection", w_ParticleSystem_getDirection },
{ "getSpread", w_ParticleSystem_getSpread },
{ "getOffsetX", w_ParticleSystem_getOffsetX },
{ "getOffsetY", w_ParticleSystem_getOffsetY },
{ "count", w_ParticleSystem_count },
{ "start", w_ParticleSystem_start },
{ "stop", w_ParticleSystem_stop },
{ "pause", w_ParticleSystem_pause },
{ "reset", w_ParticleSystem_reset },
{ "isActive", w_ParticleSystem_isActive },
{ "isEmpty", w_ParticleSystem_isEmpty },
{ "isFull", w_ParticleSystem_isFull },
{ "update", w_ParticleSystem_update },
{ 0, 0 }
};
extern "C" int luaopen_particlesystem(lua_State *L)
{
return luax_register_type(L, "ParticleSystem", functions);
}
} // opengl
} // graphics
} // love