diff src/modules/graphics/opengl/ParticleSystem.cpp @ 1086:73f4863ee5b7

Applied the new style guidelines. Well, sort of. Lot's more to be done, but this is a start.
author rude
date Thu, 28 Jun 2012 23:52:33 +0200
parents ea70f7d54903
children adbce39432ec 86a44f2bc38f
line wrap: on
line diff
--- a/src/modules/graphics/opengl/ParticleSystem.cpp	Mon Jun 11 17:06:57 2012 +0200
+++ b/src/modules/graphics/opengl/ParticleSystem.cpp	Thu Jun 28 23:52:33 2012 +0200
@@ -1,525 +1,548 @@
-/**
-* Copyright (c) 2006-2012 LOVE Development Team
-*
-* 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 "ParticleSystem.h"
-
-#include <common/math.h>
-
-#include "GLee.h"
-#include <cmath>
-#include <cstdlib>
-
-namespace love
-{
-namespace graphics
-{
-namespace opengl
-{
-
-	namespace
-	{
-		Colorf colorToFloat(const Color& c) {
-			return Colorf( (GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f );
-		}
-	}
-
-	float calculate_variation(float inner, float outer, float var)
-	{
-		float low = inner - (outer/2.0f)*var;
-		float high = inner + (outer/2.0f)*var;
-		float r = (rand() / (float(RAND_MAX)+1));
-		return low*(1-r)+high*r;
-	}
-
-
-	ParticleSystem::ParticleSystem(Image * sprite, unsigned int buffer) : pStart(0), pLast(0), pEnd(0), active(true), emissionRate(0),
-															emitCounter(0), lifetime(-1), life(0), particleLifeMin(0), particleLifeMax(0),
-															direction(0), spread(0), relative(false), speedMin(0), speedMax(0), gravityMin(0),
-															gravityMax(0), radialAccelerationMin(0), radialAccelerationMax(0),
-															tangentialAccelerationMin(0), tangentialAccelerationMax(0),
-															sizeVariation(0), rotationMin(0), rotationMax(0),
-															spinStart(0), spinEnd(0), spinVariation(0), offsetX(sprite->getWidth()*0.5f),
-															offsetY(sprite->getHeight()*0.5f)
-	{
-		this->sprite = sprite;
-		sprite->retain();
-		sizes.push_back(1.0f);
-		colors.push_back( Colorf(1.0f, 1.0f, 1.0f, 1.0f) );
-		setBufferSize(buffer);
-	}
-
-	ParticleSystem::~ParticleSystem()
-	{
-		if (this->sprite != 0)
-			this->sprite->release();
-
-		if (pStart != 0)
-			delete [] pStart;
-	}
-
-	void ParticleSystem::add()
-	{
-		if (isFull()) return;
-
-		float min,max;
-
-		min = particleLifeMin;
-		max = particleLifeMax;
-		if (min == max)
-			pLast->life = min;
-		else
-			pLast->life = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-		pLast->lifetime = pLast->life;
-
-		pLast->position[0] = position.getX();
-		pLast->position[1] = position.getY();
-
-		min = direction - spread/2.0f;
-		max = direction + spread/2.0f;
-		pLast->direction = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-
-		pLast->origin = position;
-
-		min = speedMin;
-		max = speedMax;
-		float speed = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-		pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
-		pLast->speed *= speed;
-
-		min = gravityMin;
-		max = gravityMax;
-		pLast->gravity = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-
-		min = radialAccelerationMin;
-		max = radialAccelerationMax;
-		pLast->radialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-
-		min = tangentialAccelerationMin;
-		max = tangentialAccelerationMax;
-		pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
-
-		pLast->sizeOffset       = (rand() / (float(RAND_MAX)+1)) * sizeVariation; // time offset for size change
-		pLast->sizeIntervalSize = (1.0f - (rand() / (float(RAND_MAX)+1)) * sizeVariation) - pLast->sizeOffset;
-		pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
-
-		min = rotationMin;
-		max = rotationMax;
-		pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
-		pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
-		pLast->rotation = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;;
-
-		pLast->color = colors[0];
-
-		pLast++;
-	}
-
-	void ParticleSystem::remove(particle * p)
-	{
-		if (!isEmpty())
-		{
-			*p = *(--pLast);
-		}
-	}
-
-	void ParticleSystem::setSprite(Image * image)
-	{
-		if (sprite != 0)
-			sprite->release();
-
-		sprite = image;
-		sprite->retain();
-	}
-
-	void ParticleSystem::setBufferSize(unsigned int size)
-	{
-		// delete previous data
-		delete [] pStart;
-
-		pLast = pStart = new particle[size];
-
-		pEnd = pStart + size;
-	}
-
-	void ParticleSystem::setEmissionRate(int rate)
-	{
-		emissionRate = rate;
-	}
-
-	void ParticleSystem::setLifetime(float life)
-	{
-		this->life = lifetime = life;
-	}
-
-	void ParticleSystem::setParticleLife(float min, float max)
-	{
-		particleLifeMin = min;
-		if (max == 0)
-			particleLifeMax = min;
-		else
-			particleLifeMax = max;
-	}
-
-	void ParticleSystem::setPosition(float x, float y)
-	{
-		position = love::Vector(x, y);
-	}
-
-	void ParticleSystem::setDirection(float direction)
-	{
-		this->direction = direction;
-	}
-
-	void ParticleSystem::setSpread(float spread)
-	{
-		this->spread = spread;
-	}
-
-	void ParticleSystem::setRelativeDirection(bool relative)
-	{
-		this->relative = relative;
-	}
-
-	void ParticleSystem::setSpeed(float speed)
-	{
-		speedMin = speedMax = speed;
-	}
-
-	void ParticleSystem::setSpeed(float min, float max)
-	{
-		speedMin = min;
-		speedMax = max;
-	}
-
-	void ParticleSystem::setGravity(float gravity)
-	{
-		gravityMin = gravityMax = gravity;
-	}
-
-	void ParticleSystem::setGravity(float min, float max)
-	{
-		gravityMin = min;
-		gravityMax = max;
-	}
-
-	void ParticleSystem::setRadialAcceleration(float acceleration)
-	{
-		radialAccelerationMin = radialAccelerationMax = acceleration;
-	}
-
-	void ParticleSystem::setRadialAcceleration(float min, float max)
-	{
-		radialAccelerationMin = min;
-		radialAccelerationMax = max;
-	}
-
-	void ParticleSystem::setTangentialAcceleration(float acceleration)
-	{
-		tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
-	}
-
-	void ParticleSystem::setTangentialAcceleration(float min, float max)
-	{
-		tangentialAccelerationMin = min;
-		tangentialAccelerationMax = max;
-	}
-
-	void ParticleSystem::setSize(float size)
-	{
-		sizes.resize(1);
-		sizes[0] = size;
-	}
-
-	void ParticleSystem::setSize(const std::vector<float>& newSizes, float variation)
-	{
-		sizes = newSizes;
-		sizeVariation = variation;
-	}
-
-	void ParticleSystem::setSizeVariation(float variation)
-	{
-		sizeVariation = variation;
-	}
-
-	void ParticleSystem::setRotation(float rotation)
-	{
-		rotationMin = rotationMax = rotation;
-	}
-
-	void ParticleSystem::setRotation(float min, float max)
-	{
-		rotationMin = min;
-		rotationMax = max;
-	}
-
-	void ParticleSystem::setSpin(float spin)
-	{
-		spinStart = spin;
-		spinEnd = spin;
-	}
-
-	void ParticleSystem::setSpin(float start, float end)
-	{
-		spinStart = start;
-		spinEnd = end;
-	}
-
-	void ParticleSystem::setSpin(float start, float end, float variation)
-	{
-		spinStart = start;
-		spinEnd = end;
-		spinVariation = variation;
-	}
-
-	void ParticleSystem::setSpinVariation(float variation)
-	{
-		spinVariation = variation;
-	}
-
-	void ParticleSystem::setColor(const Color& color)
-	{
-		colors.resize(1);
-		colors[0] = colorToFloat(color);
-	}
-
-	void ParticleSystem::setColor(const std::vector<Color>& newColors)
-	{
-		colors.resize( newColors.size() );
-		for (size_t i = 0; i < newColors.size(); ++i)
-			colors[i] = colorToFloat( newColors[i] );
-	}
-
-	void ParticleSystem::setOffset(float x, float y)
-	{
-		offsetX = x;
-		offsetY = y;
-	}
-
-	float ParticleSystem::getX() const
-	{
-		return position.getX();
-	}
-
-	float ParticleSystem::getY() const
-	{
-		return position.getY();
-	}
-	
-	const love::Vector& ParticleSystem::getPosition() const
-	{
-		return position;
-	}
-
-	float ParticleSystem::getDirection() const
-	{
-		return direction;
-	}
-
-	float ParticleSystem::getSpread() const
-	{
-		return spread;
-	}
-
-	float ParticleSystem::getOffsetX() const
-	{
-		return offsetX;
-	}
-
-	float ParticleSystem::getOffsetY() const
-	{
-		return offsetY;
-	}
-
-	int ParticleSystem::count() const
-	{
-		return (int)(pLast - pStart);
-	}
-
-	void ParticleSystem::start()
-	{
-		active = true;
-	}
-
-	void ParticleSystem::stop()
-	{
-		active = false;
-		life = lifetime;
-		emitCounter = 0;
-	}
-
-	void ParticleSystem::pause()
-	{
-		active = false;
-	}
-
-	void ParticleSystem::reset()
-	{
-		pLast = pStart;
-		life = lifetime;
-		emitCounter = 0;
-	}
-
-	bool ParticleSystem::isActive() const
-	{
-		return active;
-	}
-
-	bool ParticleSystem::isEmpty() const
-	{
-		return pStart == pLast;
-	}
-
-	bool ParticleSystem::isFull() const
-	{
-		return pLast == pEnd;
-	}
-
-	void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
-	{
-		if (sprite == 0) return; // just in case of failure
-
-		glPushMatrix();
-		glPushAttrib(GL_CURRENT_BIT);
-
-		Matrix t;
-		t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
-		glMultMatrixf((const GLfloat*)t.getElements());
-
-		particle * p = pStart;
-		while (p != pLast)
-		{
-			glPushMatrix();
-
-			glColor4f(p->color.r, p->color.g, p->color.b, p->color.a);
-			sprite->draw(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
-
-			glPopMatrix();
-			p++;
-		}
-
-		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;
-
-				// Next particle.
-				p++;
-			}
-			else
-			{
-				remove(p);
-
-				if (p >= pLast)
-					return;
-			} // else
-		} // while
-	}
-
-} // opengl
-} // graphics
-} // love
+/**
+ * Copyright (c) 2006-2012 LOVE Development Team
+ *
+ * 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 "ParticleSystem.h"
+
+#include "common/math.h"
+
+#include "GLee.h"
+#include <cmath>
+#include <cstdlib>
+
+namespace love
+{
+namespace graphics
+{
+namespace opengl
+{
+
+namespace
+{
+Colorf colorToFloat(const Color &c)
+{
+	return Colorf((GLfloat)c.r/255.0f, (GLfloat)c.g/255.0f, (GLfloat)c.b/255.0f, (GLfloat)c.a/255.0f);
+}
+}
+
+float calculate_variation(float inner, float outer, float var)
+{
+	float low = inner - (outer/2.0f)*var;
+	float high = inner + (outer/2.0f)*var;
+	float r = (rand() / (float(RAND_MAX)+1));
+	return low*(1-r)+high*r;
+}
+
+
+ParticleSystem::ParticleSystem(Image *sprite, unsigned int buffer)
+	: pStart(0)
+	, pLast(0)
+	, pEnd(0)
+	, active(true)
+	, emissionRate(0)
+	, emitCounter(0)
+	, lifetime(-1)
+	, life(0)
+	, particleLifeMin(0)
+	, particleLifeMax(0)
+	, direction(0)
+	, spread(0)
+	, relative(false)
+	, speedMin(0)
+	, speedMax(0)
+	, gravityMin(0)
+	, gravityMax(0)
+	, radialAccelerationMin(0)
+	, radialAccelerationMax(0)
+	, tangentialAccelerationMin(0)
+	, tangentialAccelerationMax(0)
+	, sizeVariation(0)
+	, rotationMin(0)
+	, rotationMax(0)
+	, spinStart(0)
+	, spinEnd(0)
+	, spinVariation(0)
+	, offsetX(sprite->getWidth()*0.5f)
+	, offsetY(sprite->getHeight()*0.5f)
+{
+	this->sprite = sprite;
+	sprite->retain();
+	sizes.push_back(1.0f);
+	colors.push_back(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
+	setBufferSize(buffer);
+}
+
+ParticleSystem::~ParticleSystem()
+{
+	if (this->sprite != 0)
+		this->sprite->release();
+
+	if (pStart != 0)
+		delete [] pStart;
+}
+
+void ParticleSystem::add()
+{
+	if (isFull()) return;
+
+	float min,max;
+
+	min = particleLifeMin;
+	max = particleLifeMax;
+	if (min == max)
+		pLast->life = min;
+	else
+		pLast->life = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+	pLast->lifetime = pLast->life;
+
+	pLast->position[0] = position.getX();
+	pLast->position[1] = position.getY();
+
+	min = direction - spread/2.0f;
+	max = direction + spread/2.0f;
+	pLast->direction = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+
+	pLast->origin = position;
+
+	min = speedMin;
+	max = speedMax;
+	float speed = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+	pLast->speed = love::Vector(cos(pLast->direction), sin(pLast->direction));
+	pLast->speed *= speed;
+
+	min = gravityMin;
+	max = gravityMax;
+	pLast->gravity = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+
+	min = radialAccelerationMin;
+	max = radialAccelerationMax;
+	pLast->radialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+
+	min = tangentialAccelerationMin;
+	max = tangentialAccelerationMax;
+	pLast->tangentialAcceleration = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;
+
+	pLast->sizeOffset       = (rand() / (float(RAND_MAX)+1)) * sizeVariation; // time offset for size change
+	pLast->sizeIntervalSize = (1.0f - (rand() / (float(RAND_MAX)+1)) * sizeVariation) - pLast->sizeOffset;
+	pLast->size = sizes[(size_t)(pLast->sizeOffset - .5f) * (sizes.size() - 1)];
+
+	min = rotationMin;
+	max = rotationMax;
+	pLast->spinStart = calculate_variation(spinStart, spinEnd, spinVariation);
+	pLast->spinEnd = calculate_variation(spinEnd, spinStart, spinVariation);
+	pLast->rotation = (rand() / (float(RAND_MAX)+1)) * (max - min) + min;;
+
+	pLast->color = colors[0];
+
+	pLast++;
+}
+
+void ParticleSystem::remove(particle *p)
+{
+	if (!isEmpty())
+	{
+		 *p = *(--pLast);
+	}
+}
+
+void ParticleSystem::setSprite(Image *image)
+{
+	if (sprite != 0)
+		sprite->release();
+
+	sprite = image;
+	sprite->retain();
+}
+
+void ParticleSystem::setBufferSize(unsigned int size)
+{
+	// delete previous data
+	delete [] pStart;
+
+	pLast = pStart = new particle[size];
+
+	pEnd = pStart + size;
+}
+
+void ParticleSystem::setEmissionRate(int rate)
+{
+	emissionRate = rate;
+}
+
+void ParticleSystem::setLifetime(float life)
+{
+	this->life = lifetime = life;
+}
+
+void ParticleSystem::setParticleLife(float min, float max)
+{
+	particleLifeMin = min;
+	if (max == 0)
+		particleLifeMax = min;
+	else
+		particleLifeMax = max;
+}
+
+void ParticleSystem::setPosition(float x, float y)
+{
+	position = love::Vector(x, y);
+}
+
+void ParticleSystem::setDirection(float direction)
+{
+	this->direction = direction;
+}
+
+void ParticleSystem::setSpread(float spread)
+{
+	this->spread = spread;
+}
+
+void ParticleSystem::setRelativeDirection(bool relative)
+{
+	this->relative = relative;
+}
+
+void ParticleSystem::setSpeed(float speed)
+{
+	speedMin = speedMax = speed;
+}
+
+void ParticleSystem::setSpeed(float min, float max)
+{
+	speedMin = min;
+	speedMax = max;
+}
+
+void ParticleSystem::setGravity(float gravity)
+{
+	gravityMin = gravityMax = gravity;
+}
+
+void ParticleSystem::setGravity(float min, float max)
+{
+	gravityMin = min;
+	gravityMax = max;
+}
+
+void ParticleSystem::setRadialAcceleration(float acceleration)
+{
+	radialAccelerationMin = radialAccelerationMax = acceleration;
+}
+
+void ParticleSystem::setRadialAcceleration(float min, float max)
+{
+	radialAccelerationMin = min;
+	radialAccelerationMax = max;
+}
+
+void ParticleSystem::setTangentialAcceleration(float acceleration)
+{
+	tangentialAccelerationMin = tangentialAccelerationMax = acceleration;
+}
+
+void ParticleSystem::setTangentialAcceleration(float min, float max)
+{
+	tangentialAccelerationMin = min;
+	tangentialAccelerationMax = max;
+}
+
+void ParticleSystem::setSize(float size)
+{
+	sizes.resize(1);
+	sizes[0] = size;
+}
+
+void ParticleSystem::setSize(const std::vector<float> &newSizes, float variation)
+{
+	sizes = newSizes;
+	sizeVariation = variation;
+}
+
+void ParticleSystem::setSizeVariation(float variation)
+{
+	sizeVariation = variation;
+}
+
+void ParticleSystem::setRotation(float rotation)
+{
+	rotationMin = rotationMax = rotation;
+}
+
+void ParticleSystem::setRotation(float min, float max)
+{
+	rotationMin = min;
+	rotationMax = max;
+}
+
+void ParticleSystem::setSpin(float spin)
+{
+	spinStart = spin;
+	spinEnd = spin;
+}
+
+void ParticleSystem::setSpin(float start, float end)
+{
+	spinStart = start;
+	spinEnd = end;
+}
+
+void ParticleSystem::setSpin(float start, float end, float variation)
+{
+	spinStart = start;
+	spinEnd = end;
+	spinVariation = variation;
+}
+
+void ParticleSystem::setSpinVariation(float variation)
+{
+	spinVariation = variation;
+}
+
+void ParticleSystem::setColor(const Color &color)
+{
+	colors.resize(1);
+	colors[0] = colorToFloat(color);
+}
+
+void ParticleSystem::setColor(const std::vector<Color> &newColors)
+{
+	colors.resize(newColors.size());
+	for (size_t i = 0; i < newColors.size(); ++i)
+		colors[i] = colorToFloat(newColors[i]);
+}
+
+void ParticleSystem::setOffset(float x, float y)
+{
+	offsetX = x;
+	offsetY = y;
+}
+
+float ParticleSystem::getX() const
+{
+	return position.getX();
+}
+
+float ParticleSystem::getY() const
+{
+	return position.getY();
+}
+
+const love::Vector &ParticleSystem::getPosition() const
+{
+	return position;
+}
+
+float ParticleSystem::getDirection() const
+{
+	return direction;
+}
+
+float ParticleSystem::getSpread() const
+{
+	return spread;
+}
+
+float ParticleSystem::getOffsetX() const
+{
+	return offsetX;
+}
+
+float ParticleSystem::getOffsetY() const
+{
+	return offsetY;
+}
+
+int ParticleSystem::count() const
+{
+	return (int)(pLast - pStart);
+}
+
+void ParticleSystem::start()
+{
+	active = true;
+}
+
+void ParticleSystem::stop()
+{
+	active = false;
+	life = lifetime;
+	emitCounter = 0;
+}
+
+void ParticleSystem::pause()
+{
+	active = false;
+}
+
+void ParticleSystem::reset()
+{
+	pLast = pStart;
+	life = lifetime;
+	emitCounter = 0;
+}
+
+bool ParticleSystem::isActive() const
+{
+	return active;
+}
+
+bool ParticleSystem::isEmpty() const
+{
+	return pStart == pLast;
+}
+
+bool ParticleSystem::isFull() const
+{
+	return pLast == pEnd;
+}
+
+void ParticleSystem::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
+{
+	if (sprite == 0) return;  // just in case of failure
+
+	glPushMatrix();
+	glPushAttrib(GL_CURRENT_BIT);
+
+	Matrix t;
+	t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
+	glMultMatrixf((const GLfloat *)t.getElements());
+
+	particle *p = pStart;
+	while (p != pLast)
+	{
+		glPushMatrix();
+
+		glColor4f(p->color.r, p->color.g, p->color.b, p->color.a);
+		sprite->draw(p->position[0], p->position[1], p->rotation, p->size, p->size, offsetX, offsetY, 0.0f, 0.0f);
+
+		glPopMatrix();
+		p++;
+	}
+
+	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;
+
+			// Next particle.
+			p++;
+		}
+		else
+		{
+			remove(p);
+
+			if (p >= pLast)
+				return;
+		} // else
+	} // while
+}
+
+} // opengl
+} // graphics
+} // love