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ece4ff6472
love::math::Math is now a singleton, so other modules can use it via
love::math::Math::instance.
Removed duplicate implementations of various rng helper functions.
ParticleSystem now uses love::math::Math's RNG.
New function: love.math.triangulate(vertices)
Accepts a table or list of x/y coordinate pairs and returns a table of tables.
The inner tables are the triangles the polygon is composed of.
Works on all *simple* polygons, i.e. a closed chain of vertices that does not
intersect itself. Attempting to triangulate non-simple polygons is undefined
behavior - in the best case it throws an error, in the worst case it returns
an invalid triangulation.
Polygons must be ordered in *clockwise order* with respect to the love
coordinate system. Attempting to triangulate a ccw polygon will throw an
error.
Examples:
triangles = love.math.triangulate(0,0, 1,1, 2,0, 2,2, 0,2)
triangles == {
{1,1, 2,0, 2,2},
{1,1, 2,2, 0,2},
{1,1, 0,2, 0,0},
}
triangles = love.math.triangulate({0,0, 1,1, 2,0, 2,2, 0,2})
-- same as above
triangles = love.math.triangulate(0,2, 2,2, 2,0, 1,1, 0,0)
-- error - polygons is in counterclockwise order
triangles = love.math.triangulate(0,0, 1,3, 2,0, 2,2, 0,2)
-- undefined behavior - polygon intersects itself (because of edge 1,3)
696 lines
15 KiB
C++
696 lines
15 KiB
C++
/**
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* Copyright (c) 2006-2013 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 "modules/math/Math.h"
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#include "OpenGL.h"
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#include <cmath>
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#include <cstdlib>
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using love::math::Math;
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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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{
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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 = Math::instance.random();
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return low*(1-r)+high*r;
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}
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StringMap<ParticleSystem::AreaSpreadDistribution, ParticleSystem::DISTRIBUTION_MAX_ENUM>::Entry ParticleSystem::distributionsEntries[] = {
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{ "none", ParticleSystem::DISTRIBUTION_NONE },
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{ "uniform", ParticleSystem::DISTRIBUTION_UNIFORM },
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{ "normal", ParticleSystem::DISTRIBUTION_NORMAL },
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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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ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer)
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: pStart(0)
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, pLast(0)
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, pEnd(0)
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, particleVerts(0)
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, sprite(sprite)
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, active(true)
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, emissionRate(0)
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, emitCounter(0)
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, areaSpreadDistribution(DISTRIBUTION_NONE)
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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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, relative(false)
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, speedMin(0)
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, speedMax(0)
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, gravityMin(0)
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, gravityMax(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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, 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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, offsetX(sprite->getWidth()*0.5f)
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, offsetY(sprite->getHeight()*0.5f)
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{
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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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sprite->retain();
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}
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ParticleSystem::~ParticleSystem()
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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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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if (particleVerts != 0)
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delete [] particleVerts;
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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 = Math::instance.random(min, max);
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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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switch (areaSpreadDistribution)
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{
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case DISTRIBUTION_UNIFORM:
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pLast->position[0] += Math::instance.random(-areaSpread.getX(), areaSpread.getX());
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pLast->position[1] += Math::instance.random(-areaSpread.getY(), areaSpread.getY());
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break;
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case DISTRIBUTION_NORMAL:
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pLast->position[0] += Math::instance.randnormal(areaSpread.getX());
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pLast->position[1] += Math::instance.randnormal(areaSpread.getY());
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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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min = direction - spread/2.0f;
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max = direction + spread/2.0f;
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pLast->direction = Math::instance.random(min, max);
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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 = Math::instance.random(min, max);
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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 = Math::instance.random(min, max);
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min = radialAccelerationMin;
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max = radialAccelerationMax;
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pLast->radialAcceleration = Math::instance.random(min, max);
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min = tangentialAccelerationMin;
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max = tangentialAccelerationMax;
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pLast->tangentialAcceleration = Math::instance.random(min, max);
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pLast->sizeOffset = Math::instance.random(sizeVariation); // time offset for size change
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pLast->sizeIntervalSize = (1.0f - Math::instance.random(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 = Math::instance.random(min, max);
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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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if (pStart != 0)
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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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if (particleVerts != 0)
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delete [] particleVerts;
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// each particle has 4 vertices
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particleVerts = new vertex[size*4];
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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::setAreaSpread(AreaSpreadDistribution distribution, float x, float y)
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{
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areaSpread = love::Vector(x, y);
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areaSpreadDistribution = distribution;
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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::setQuads(const std::vector<Quad *> &newQuads)
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(newQuads.size());
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for (size_t i = 0; i < newQuads.size(); i++)
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{
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quads[i] = newQuads[i];
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quads[i]->retain();
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}
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}
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void ParticleSystem::setQuads()
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{
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for (size_t i = 0; i < quads.size(); i++)
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quads[i]->release();
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quads.resize(0);
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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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const love::Vector &ParticleSystem::getPosition() const
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{
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return position;
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}
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ParticleSystem::AreaSpreadDistribution ParticleSystem::getAreaSpreadDistribution() const
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{
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return areaSpreadDistribution;
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}
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const love::Vector &ParticleSystem::getAreaSpreadParameters() const
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{
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return areaSpread;
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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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int numParticles = count();
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if (numParticles == 0) return; // don't bother if there's nothing to do
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glPushMatrix();
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glPushAttrib(GL_CURRENT_BIT);
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static 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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const vertex *imageVerts = sprite->getVertices();
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const vertex *tVerts;
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size_t numQuads = quads.size();
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// set the vertex data for each particle (transformation, texcoords, color)
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for (int i = 0; i < numParticles; i++)
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{
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particle *p = pStart + i;
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if (numQuads > 0)
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{
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// Make sure the quad index is valid
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size_t quadIndex = (p->quadIndex >= numQuads) ? numQuads - 1 : p->quadIndex;
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tVerts = quads[quadIndex]->getVertices();
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}
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else
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tVerts = imageVerts;
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// particle vertices are sprite vertices transformed by particle information
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t.setTransformation(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
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t.transform(&particleVerts[i*4], &tVerts[0], 4);
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// set the texture coordinate and color data for particle vertices
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for (int v = 0; v < 4; v++)
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{
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int vi = (i * 4) + v; // current vertex index for particle
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particleVerts[vi].s = tVerts[v].s;
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particleVerts[vi].t = tVerts[v].t;
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// particle colors are stored as floats (0-1) but vertex colors are stored as unsigned bytes (0-255)
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particleVerts[vi].r = p->color.r*255;
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particleVerts[vi].g = p->color.g*255;
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particleVerts[vi].b = p->color.b*255;
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particleVerts[vi].a = p->color.a*255;
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}
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}
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sprite->bind();
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vertex), (GLvoid *)&particleVerts[0].r);
|
|
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].x);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&particleVerts[0].s);
|
|
|
|
glDrawArrays(GL_QUADS, 0, numParticles*4);
|
|
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
|
|
glPopAttrib();
|
|
glPopMatrix();
|
|
}
|
|
|
|
void ParticleSystem::update(float dt)
|
|
{
|
|
// Traverse all particles and update.
|
|
particle *p = pStart;
|
|
|
|
// Make some more particles.
|
|
if (active)
|
|
{
|
|
float rate = 1.0f / emissionRate; // the amount of time between each particle emit
|
|
emitCounter += dt;
|
|
while (emitCounter > rate)
|
|
{
|
|
add();
|
|
emitCounter -= rate;
|
|
}
|
|
/*int particles = (int)(emissionRate * dt);
|
|
for (int i = 0; i != particles; i++)
|
|
add();*/
|
|
|
|
life -= dt;
|
|
if (lifetime != -1 && life < 0)
|
|
stop();
|
|
}
|
|
|
|
while (p != pLast)
|
|
{
|
|
// Decrease lifespan.
|
|
p->life -= dt;
|
|
|
|
if (p->life > 0)
|
|
{
|
|
|
|
// Temp variables.
|
|
love::Vector radial, tangential, gravity(0, p->gravity);
|
|
love::Vector ppos(p->position[0], p->position[1]);
|
|
|
|
// 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.getX();
|
|
tangential.setX(-tangential.getY());
|
|
tangential.setY(a);
|
|
}
|
|
|
|
// Resize tangential.
|
|
tangential *= p->tangentialAcceleration;
|
|
|
|
// Update position.
|
|
p->speed += (radial+tangential+gravity)*dt;
|
|
|
|
// Modify position.
|
|
ppos += p->speed * dt;
|
|
|
|
p->position[0] = ppos.getX();
|
|
p->position[1] = ppos.getY();
|
|
|
|
const float t = 1.0f - p->life / p->lifetime;
|
|
|
|
// Rotate.
|
|
p->rotation += (p->spinStart * (1.0f - t) + p->spinEnd * t)*dt;
|
|
|
|
// 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 quad index
|
|
k = quads.size();
|
|
if (k > 0)
|
|
{
|
|
s = t * (float) k; // [0:numquads-1]
|
|
i = (s > 0) ? (size_t) s : 0;
|
|
p->quadIndex = (i < k) ? i : k - 1;
|
|
}
|
|
else
|
|
p->quadIndex = 0;
|
|
|
|
// Next particle.
|
|
p++;
|
|
}
|
|
else
|
|
{
|
|
remove(p);
|
|
|
|
if (p >= pLast)
|
|
return;
|
|
} // else
|
|
} // while
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|