add 'min_angular_vel', 'max_angular_vel' properties
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@ -88,6 +88,11 @@ void Emitter::update(
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particle.angle =
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random.randFloat() * preset.angleSpread * glm::pi<float>() * 2;
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}
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particle.angularVelocity =
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(preset.minAngularVelocity +
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random.randFloat() *
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(preset.maxAngularVelocity - preset.minAngularVelocity)) *
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((random.rand() % 2) * 2 - 1);
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glm::vec3 spawnOffset = generate_coord(preset.spawnShape);
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spawnOffset *= preset.spawnSpread;
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@ -29,6 +29,8 @@ struct Particle {
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UVRegion region;
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/// @brief Current rotation angle
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float angle;
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/// @brief Angular velocity
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float angularVelocity;
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};
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class Texture;
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@ -31,12 +31,14 @@ static inline void update_particle(
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const auto& preset = particle.emitter->preset;
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auto& pos = particle.position;
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auto& vel = particle.velocity;
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auto& angle = particle.angle;
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vel += delta * preset.acceleration;
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if (preset.collision && chunks.isObstacleAt(pos + vel * delta)) {
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vel *= 0.0f;
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}
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pos += vel * delta;
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angle += particle.angularVelocity * delta;
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particle.lifetime -= delta;
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}
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@ -44,6 +44,8 @@ dv::value ParticlesPreset::serialize() const {
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root["size"] = dv::to_value(size);
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root["size_spread"] = sizeSpread;
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root["angle_spread"] = angleSpread;
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root["min_angular_vel"] = minAngularVelocity;
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root["max_angular_vel"] = maxAngularVelocity;
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root["spawn_spread"] = dv::to_value(size);
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root["spawn_shape"] = to_string(spawnShape);
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root["random_sub_uv"] = randomSubUV;
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@ -60,6 +62,8 @@ void ParticlesPreset::deserialize(const dv::value& src) {
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src.at("lifetime").get(lifetime);
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src.at("lifetime_spread").get(lifetimeSpread);
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src.at("angle_spread").get(angleSpread);
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src.at("min_angular_vel").get(minAngularVelocity);
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src.at("max_angular_vel").get(maxAngularVelocity);
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src.at("random_sub_uv").get(randomSubUV);
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if (src.has("velocity")) {
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dv::get_vec(src["velocity"], velocity);
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@ -46,6 +46,10 @@ struct ParticlesPreset : public Serializable {
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float sizeSpread = 0.2f;
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/// @brief Random initial angle spread
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float angleSpread = 0.0f;
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/// @brief Minimum angular velocity
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float minAngularVelocity = 0.0f;
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/// @brief Maximum angular velocity
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float maxAngularVelocity = 0.0f;
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/// @brief Spawn spread shape
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ParticleSpawnShape spawnShape = BALL;
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/// @brief Spawn spread
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