forked from LeenkxTeam/LNXSDK
Repe [T3DU] and Moises Jpelaez updates
This commit is contained in:
@ -1,461 +1,9 @@
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package iron.object;
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#if lnx_particles
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import kha.FastFloat;
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import kha.graphics4.Usage;
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import kha.arrays.Float32Array;
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import iron.data.Data;
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import iron.data.ParticleData;
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import iron.data.SceneFormat;
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import iron.data.Geometry;
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import iron.data.MeshData;
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import iron.system.Time;
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import iron.math.Mat4;
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import iron.math.Quat;
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import iron.math.Vec3;
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import iron.math.Vec4;
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class ParticleSystem {
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public var data: ParticleData;
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public var speed = 1.0;
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public var dynamicEmitter: Bool = true;
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var currentSpeed = 0.0;
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var particles: Array<Particle>;
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var ready: Bool;
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var frameRate = 24;
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var lifetime = 0.0;
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var looptime = 0.0;
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var animtime = 0.0;
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var time = 0.0;
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var spawnRate = 0.0;
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var seed = 0;
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var r: TParticleData;
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var gx: Float;
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var gy: Float;
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var gz: Float;
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var alignx: Float;
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var aligny: Float;
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var alignz: Float;
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var dimx: Float;
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var dimy: Float;
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var tilesx: Int;
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var tilesy: Int;
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var tilesFramerate: Int;
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var count = 0;
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var lap = 0;
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var lapTime = 0.0;
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var m = Mat4.identity();
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var ownerLoc = new Vec4();
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var ownerRot = new Quat();
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var ownerScl = new Vec4();
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var random = 0.0;
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var tmpV4 = new Vec4();
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var instancedData: Float32Array = null;
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var lastSpawnedCount: Int = 0;
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var hasUniqueGeom: Bool = false;
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public function new(sceneName: String, pref: TParticleReference) {
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seed = pref.seed;
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currentSpeed = speed;
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speed = 0;
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particles = [];
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ready = false;
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Data.getParticle(sceneName, pref.particle, function(b: ParticleData) {
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data = b;
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r = data.raw;
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var dyn: Null<Bool> = r.dynamic_emitter;
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var dynValue: Bool = true;
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if (dyn != null) {
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dynValue = dyn;
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}
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dynamicEmitter = dynValue;
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if (Scene.active.raw.gravity != null) {
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gx = Scene.active.raw.gravity[0] * r.weight_gravity;
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gy = Scene.active.raw.gravity[1] * r.weight_gravity;
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gz = Scene.active.raw.gravity[2] * r.weight_gravity;
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}
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else {
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gx = 0;
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gy = 0;
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gz = -9.81 * r.weight_gravity;
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}
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alignx = r.object_align_factor[0];
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aligny = r.object_align_factor[1];
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alignz = r.object_align_factor[2];
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looptime = (r.frame_end - r.frame_start) / frameRate;
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lifetime = r.lifetime / frameRate;
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animtime = r.loop ? looptime : looptime + lifetime;
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spawnRate = ((r.frame_end - r.frame_start) / r.count) / frameRate;
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for (i in 0...r.count) {
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particles.push(new Particle(i));
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}
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ready = true;
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if (r.auto_start){
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start();
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}
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});
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}
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public function start() {
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if (r.is_unique) random = Math.random();
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lifetime = r.lifetime / frameRate;
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time = 0;
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lap = 0;
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lapTime = 0;
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speed = currentSpeed;
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lastSpawnedCount = 0;
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instancedData = null;
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}
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public function pause() {
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speed = 0;
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}
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public function resume() {
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lifetime = r.lifetime / frameRate;
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speed = currentSpeed;
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}
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// TODO: interrupt smoothly
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public function stop() {
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end();
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}
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function end() {
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lifetime = 0;
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speed = 0;
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lap = 0;
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}
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public function update(object: MeshObject, owner: MeshObject) {
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if (!ready || object == null || speed == 0.0) return;
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if (iron.App.pauseUpdates) return;
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var prevLap = lap;
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// Copy owner world transform but discard scale
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owner.transform.world.decompose(ownerLoc, ownerRot, ownerScl);
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if (dynamicEmitter) {
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object.transform.loc.x = 0; object.transform.loc.y = 0; object.transform.loc.z = 0;
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object.transform.rot = new Quat();
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} else {
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object.transform.loc = ownerLoc;
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object.transform.rot = ownerRot;
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}
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// Set particle size per particle system
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object.transform.scale = new Vec4(r.particle_size, r.particle_size, r.particle_size, 1);
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object.transform.buildMatrix();
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owner.transform.buildMatrix();
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object.transform.dim.setFrom(owner.transform.dim);
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dimx = object.transform.dim.x;
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dimy = object.transform.dim.y;
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if (object.activeTilesheet != null) {
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tilesx = object.activeTilesheet.raw.tilesx;
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tilesy = object.activeTilesheet.raw.tilesy;
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tilesFramerate = object.activeTilesheet.raw.framerate;
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}
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// Animate
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time += Time.renderDelta * speed; // realDelta to renderDelta
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lap = Std.int(time / animtime);
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lapTime = time - lap * animtime;
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count = Std.int(lapTime / spawnRate);
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if (lap > prevLap && !r.loop) {
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end();
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}
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if (lap > prevLap && r.loop) {
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lastSpawnedCount = 0;
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}
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updateGpu(object, owner);
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}
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public function getData(): Mat4 {
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var hair = r.type == 1;
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// Store loop flag in the sign: positive -> loop, negative -> no loop
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m._00 = r.loop ? animtime : -animtime;
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m._01 = hair ? 1 / particles.length : spawnRate;
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m._02 = hair ? 1 : lifetime;
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m._03 = particles.length;
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m._10 = hair ? 0 : alignx;
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m._11 = hair ? 0 : aligny;
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m._12 = hair ? 0 : alignz;
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m._13 = hair ? 0 : r.factor_random;
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m._20 = hair ? 0 : gx;
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m._21 = hair ? 0 : gy;
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m._22 = hair ? 0 : gz;
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m._23 = hair ? 0 : r.lifetime_random;
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m._30 = tilesx;
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m._31 = tilesy;
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m._32 = 1 / tilesFramerate;
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m._33 = hair ? 1 : lapTime;
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return m;
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}
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public function getSizeRandom(): FastFloat {
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return r.size_random;
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}
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public inline function getRandom(): FastFloat {
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return random;
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}
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public inline function getSize(): FastFloat {
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return r.particle_size;
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}
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function updateGpu(object: MeshObject, owner: MeshObject) {
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if (dynamicEmitter) {
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if (!hasUniqueGeom) ensureUniqueGeom(object);
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var needSetup = instancedData == null || object.data.geom.instancedVB == null;
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if (needSetup) setupGeomGpuDynamic(object, owner);
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updateSpawnedInstances(object, owner);
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}
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else {
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if (!hasUniqueGeom) ensureUniqueGeom(object);
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if (!object.data.geom.instanced) setupGeomGpu(object, owner);
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}
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// GPU particles transform is attached to owner object in static mode
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}
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function setupGeomGpu(object: MeshObject, owner: MeshObject) {
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var instancedData = new Float32Array(particles.length * 3);
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var i = 0;
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var normFactor = 1 / 32767; // pa.values are not normalized
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var scalePosOwner = owner.data.scalePos;
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var scalePosParticle = object.data.scalePos;
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var particleSize = r.particle_size;
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var scaleFactor = new Vec4().setFrom(owner.transform.scale);
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scaleFactor.mult(scalePosOwner / (particleSize * scalePosParticle));
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switch (r.emit_from) {
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case 0: // Vert
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var pa = owner.data.geom.positions;
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for (p in particles) {
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var j = Std.int(fhash(i) * (pa.values.length / pa.size));
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instancedData.set(i, pa.values[j * pa.size ] * normFactor * scaleFactor.x); i++;
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instancedData.set(i, pa.values[j * pa.size + 1] * normFactor * scaleFactor.y); i++;
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instancedData.set(i, pa.values[j * pa.size + 2] * normFactor * scaleFactor.z); i++;
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}
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case 1: // Face
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var positions = owner.data.geom.positions.values;
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for (p in particles) {
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// Choose random index array (there is one per material) and random face
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var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
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var faceIndex = Std.random(Std.int(ia.length / 3));
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var i0 = ia[faceIndex * 3 + 0];
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var i1 = ia[faceIndex * 3 + 1];
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var i2 = ia[faceIndex * 3 + 2];
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var v0 = new Vec3(positions[i0 * 4], positions[i0 * 4 + 1], positions[i0 * 4 + 2]);
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var v1 = new Vec3(positions[i1 * 4], positions[i1 * 4 + 1], positions[i1 * 4 + 2]);
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var v2 = new Vec3(positions[i2 * 4], positions[i2 * 4 + 1], positions[i2 * 4 + 2]);
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var pos = randomPointInTriangle(v0, v1, v2);
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instancedData.set(i, pos.x * normFactor * scaleFactor.x); i++;
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instancedData.set(i, pos.y * normFactor * scaleFactor.y); i++;
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instancedData.set(i, pos.z * normFactor * scaleFactor.z); i++;
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}
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case 2: // Volume
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var scaleFactorVolume = new Vec4().setFrom(object.transform.dim);
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scaleFactorVolume.mult(0.5 / (particleSize * scalePosParticle));
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for (p in particles) {
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instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.x); i++;
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instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.y); i++;
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instancedData.set(i, (Math.random() * 2.0 - 1.0) * scaleFactorVolume.z); i++;
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}
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}
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object.data.geom.setupInstanced(instancedData, 1, Usage.StaticUsage);
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}
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// allocate instanced VB once for this object
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function setupGeomGpuDynamic(object: MeshObject, owner: MeshObject) {
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if (instancedData == null) instancedData = new Float32Array(particles.length * 3);
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lastSpawnedCount = 0;
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// Create instanced VB once if missing (seed with our instancedData)
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if (object.data.geom.instancedVB == null) {
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object.data.geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
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}
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}
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function ensureUniqueGeom(object: MeshObject) {
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if (hasUniqueGeom) return;
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var newData: MeshData = null;
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new MeshData(object.data.raw, function(dat: MeshData) {
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dat.scalePos = object.data.scalePos;
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dat.scaleTex = object.data.scaleTex;
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dat.format = object.data.format;
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newData = dat;
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});
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if (newData != null) object.setData(newData);
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hasUniqueGeom = true;
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}
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function updateSpawnedInstances(object: MeshObject, owner: MeshObject) {
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if (instancedData == null) return;
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var targetCount = count;
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if (targetCount > particles.length) targetCount = particles.length;
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if (targetCount <= lastSpawnedCount) return;
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var normFactor = 1 / 32767;
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var scalePosOwner = owner.data.scalePos;
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var scalePosParticle = object.data.scalePos;
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var particleSize = r.particle_size;
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var base = 1.0 / (particleSize * scalePosParticle);
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switch (r.emit_from) {
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case 0: // Vert
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var pa = owner.data.geom.positions;
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var osx = owner.transform.scale.x;
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var osy = owner.transform.scale.y;
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var osz = owner.transform.scale.z;
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var pCount = Std.int(pa.values.length / pa.size);
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for (idx in lastSpawnedCount...targetCount) {
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var j = Std.int(fhash(idx) * pCount);
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var lx = pa.values[j * pa.size ] * normFactor * scalePosOwner * osx;
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var ly = pa.values[j * pa.size + 1] * normFactor * scalePosOwner * osy;
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var lz = pa.values[j * pa.size + 2] * normFactor * scalePosOwner * osz;
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tmpV4.x = lx; tmpV4.y = ly; tmpV4.z = lz; tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o = idx * 3;
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instancedData.set(o , (tmpV4.x + ownerLoc.x) * base);
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instancedData.set(o + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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case 1: // Face
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var positions = owner.data.geom.positions.values;
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var osx1 = owner.transform.scale.x;
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var osy1 = owner.transform.scale.y;
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var osz1 = owner.transform.scale.z;
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for (idx in lastSpawnedCount...targetCount) {
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var ia = owner.data.geom.indices[Std.random(owner.data.geom.indices.length)];
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var faceIndex = Std.random(Std.int(ia.length / 3));
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var i0 = ia[faceIndex * 3 + 0];
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var i1 = ia[faceIndex * 3 + 1];
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var i2 = ia[faceIndex * 3 + 2];
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var v0x = positions[i0 * 4 ], v0y = positions[i0 * 4 + 1], v0z = positions[i0 * 4 + 2];
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var v1x = positions[i1 * 4 ], v1y = positions[i1 * 4 + 1], v1z = positions[i1 * 4 + 2];
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var v2x = positions[i2 * 4 ], v2y = positions[i2 * 4 + 1], v2z = positions[i2 * 4 + 2];
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var rx = Math.random(); var ry = Math.random(); if (rx + ry > 1) { rx = 1 - rx; ry = 1 - ry; }
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var pxs = v0x + rx * (v1x - v0x) + ry * (v2x - v0x);
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var pys = v0y + rx * (v1y - v0y) + ry * (v2y - v0y);
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var pzs = v0z + rx * (v1z - v0z) + ry * (v2z - v0z);
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var px = pxs * normFactor * scalePosOwner * osx1;
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var py = pys * normFactor * scalePosOwner * osy1;
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var pz = pzs * normFactor * scalePosOwner * osz1;
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tmpV4.x = px; tmpV4.y = py; tmpV4.z = pz; tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o1 = idx * 3;
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instancedData.set(o1 , (tmpV4.x + ownerLoc.x) * base);
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instancedData.set(o1 + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o1 + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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case 2: // Volume
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var dim = object.transform.dim;
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for (idx in lastSpawnedCount...targetCount) {
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tmpV4.x = (Math.random() * 2.0 - 1.0) * (dim.x * 0.5);
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tmpV4.y = (Math.random() * 2.0 - 1.0) * (dim.y * 0.5);
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tmpV4.z = (Math.random() * 2.0 - 1.0) * (dim.z * 0.5);
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tmpV4.w = 1;
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tmpV4.applyQuat(ownerRot);
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var o2 = idx * 3;
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instancedData.set(o2 , (tmpV4.x + ownerLoc.x) * base);
|
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instancedData.set(o2 + 1, (tmpV4.y + ownerLoc.y) * base);
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instancedData.set(o2 + 2, (tmpV4.z + ownerLoc.z) * base);
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}
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}
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||||
// Upload full active range [0..targetCount) to this object's instanced VB
|
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var geom = object.data.geom;
|
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if (geom.instancedVB == null) {
|
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geom.setupInstanced(instancedData, 1, Usage.DynamicUsage);
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}
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var vb = geom.instancedVB.lock();
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var totalFloats = targetCount * 3; // xyz per instance
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var i = 0;
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while (i < totalFloats) {
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vb.setFloat32(i * 4, instancedData[i]);
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i++;
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}
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geom.instancedVB.unlock();
|
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geom.instanceCount = targetCount;
|
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lastSpawnedCount = targetCount;
|
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}
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inline function fhash(n: Int): Float {
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var s = n + 1.0;
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s *= 9301.0 % s;
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s = (s * 9301.0 + 49297.0) % 233280.0;
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return s / 233280.0;
|
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}
|
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|
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public function remove() {}
|
||||
|
||||
/**
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Generates a random point in the triangle with vertex positions abc.
|
||||
|
||||
Please note that the given position vectors are changed in-place by this
|
||||
function and can be considered garbage afterwards, so make sure to clone
|
||||
them first if needed.
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||||
**/
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||||
public static inline function randomPointInTriangle(a: Vec3, b: Vec3, c: Vec3): Vec3 {
|
||||
// Generate a random point in a square where (0, 0) <= (x, y) < (1, 1)
|
||||
var x = Math.random();
|
||||
var y = Math.random();
|
||||
|
||||
if (x + y > 1) {
|
||||
// We're in the upper right triangle in the square, mirror to lower left
|
||||
x = 1 - x;
|
||||
y = 1 - y;
|
||||
}
|
||||
|
||||
// Transform the point to the triangle abc
|
||||
var u = b.sub(a);
|
||||
var v = c.sub(a);
|
||||
return a.add(u.mult(x).add(v.mult(y)));
|
||||
}
|
||||
}
|
||||
|
||||
class Particle {
|
||||
public var i: Int;
|
||||
|
||||
public var x = 0.0;
|
||||
public var y = 0.0;
|
||||
public var z = 0.0;
|
||||
|
||||
public var cameraDistance: Float;
|
||||
|
||||
public function new(i: Int) {
|
||||
this.i = i;
|
||||
}
|
||||
}
|
||||
|
||||
#if lnx_gpu_particles
|
||||
typedef ParticleSystem = ParticleSystemGPU;
|
||||
#elseif lnx_cpu_particles
|
||||
typedef ParticleSystem = ParticleSystemCPU;
|
||||
#else
|
||||
class ParticleSystem { public function new() { } }
|
||||
#end
|
||||
|
||||
Reference in New Issue
Block a user