diff src/modules/graphics/opengl/ParticleSystem.cpp @ 1096:86a44f2bc38f

CRLF to LF
author Bart van Strien <bart.bes+projects@gmail.com>
date Wed, 04 Jul 2012 14:40:24 +0200
parents 73f4863ee5b7
children 4819322d9cdc 13e6ca38c28c
line wrap: on
line diff
--- a/src/modules/graphics/opengl/ParticleSystem.cpp	Wed Jul 04 13:54:15 2012 +0200
+++ b/src/modules/graphics/opengl/ParticleSystem.cpp	Wed Jul 04 14:40:24 2012 +0200
@@ -1,548 +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