Files
squidout/deps/include/Box2D/Particle/b2Particle.cpp
T
2015-09-09 18:04:17 +01:00

66 lines
2.4 KiB
C++

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