66 lines
2.4 KiB
C++
66 lines
2.4 KiB
C++
/*
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* Copyright (c) 2013 Google, Inc.
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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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* 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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* 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 <Box2D/Particle/b2Particle.h>
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#include <Box2D/Common/b2Draw.h>
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#define B2PARTICLECOLOR_BITS_PER_COMPONENT (sizeof(uint8) << 3)
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// Maximum value of a b2ParticleColor component.
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#define B2PARTICLECOLOR_MAX_VALUE \
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((1U << B2PARTICLECOLOR_BITS_PER_COMPONENT) - 1)
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/// Number of bits used to store each b2ParticleColor component.
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const uint8 b2ParticleColor::k_bitsPerComponent =
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B2PARTICLECOLOR_BITS_PER_COMPONENT;
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const float32 b2ParticleColor::k_maxValue = (float)B2PARTICLECOLOR_MAX_VALUE;
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const float32 b2ParticleColor::k_inverseMaxValue =
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1.0f / (float)B2PARTICLECOLOR_MAX_VALUE;
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b2ParticleColor b2ParticleColor_zero(0, 0, 0, 0);
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b2ParticleColor::b2ParticleColor(const b2Color& color)
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{
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Set(color);
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}
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b2Color b2ParticleColor::GetColor() const
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{
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return b2Color(k_inverseMaxValue * r,
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k_inverseMaxValue * g,
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k_inverseMaxValue * b);
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}
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void b2ParticleColor::Set(const b2Color& color)
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{
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Set((uint8)(k_maxValue * color.r),
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(uint8)(k_maxValue * color.g),
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(uint8)(k_maxValue * color.b),
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B2PARTICLECOLOR_MAX_VALUE);
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}
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int32 b2CalculateParticleIterations(
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float32 gravity, float32 radius, float32 timeStep)
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{
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// In some situations you may want more particle iterations than this,
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// but to avoid excessive cycle cost, don't recommend more than this.
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const int32 B2_MAX_RECOMMENDED_PARTICLE_ITERATIONS = 8;
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const float32 B2_RADIUS_THRESHOLD = 0.01f;
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int32 iterations =
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(int32) ceilf(b2Sqrt(gravity / (B2_RADIUS_THRESHOLD * radius)) * timeStep);
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return b2Clamp(iterations, 1, B2_MAX_RECOMMENDED_PARTICLE_ITERATIONS);
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}
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