/// @func BBMOD_MixQuaternionOverTimeModule([_property[, _from[, _to[, _duration]]]]) /// /// @extends BBMOD_ParticleModule /// /// @desc A universal particle module that mixes particles' quaternion /// property between two values based on their time alive. /// /// @param {Real} [_property] The first of the four consecutive properties that /// together form a quaternion. Use values from {@link BBMOD_EParticle}. Defaults /// to `undefined`. /// @param {Struct.BBMOD_Quaternion} [_from] The quaternion when the particle has /// a full health. Defaults to an identity quaternion. /// @param {Struct.BBMOD_Quaternion} [_to] The quaternion when the particle has /// no health left. Defaults to `_from`. /// @param {Real} [_duration] How long in seconds it takes to mix between the /// two values. Defaults to 1.0. /// /// @see BBMOD_EParticle function BBMOD_MixQuaternionOverTimeModule( _property=undefined, _from=new BBMOD_Quaternion(), _to=_from.Clone(), _duration=1.0 ) : BBMOD_ParticleModule() constructor { BBMOD_CLASS_GENERATED_BODY; /// @var {Real} The first of the four consecutive properties that together /// form a quaternion. Use values from {@link BBMOD_EParticle}. Default value /// is `undefined`. Property = _property; /// @var {Struct.BBMOD_Quaternion} The quaternion when the particle has full /// health. Default value is an identity quaternion. From = _from; /// @var {Struct.BBMOD_Quaternion} The quaternion when the particle has no /// health left. Default value is the same as /// {@link BBMOD_MixQuaternionOverTimeModule.From}. To = _to; /// @var {Real} How long in seconds it takes to mix between the two values. /// Default value is 1.0. Duration = _duration; static on_update = function (_emitter, _deltaTime) { var _property = Property; if (_property != undefined) { var _to = To; var _from = From; var _particles = _emitter.Particles; var _duration = Duration; var _particleIndex = 0; repeat (_emitter.ParticlesAlive) { var _factor = clamp(_particles[# BBMOD_EParticle.TimeAlive, _particleIndex] / _duration, 0.0, 1.0); var _quat = _to.Slerp(_from, _factor); _particles[# _property, _particleIndex] = _quat.X; _particles[# _property + 1, _particleIndex] = _quat.Y; _particles[# _property + 2, _particleIndex] = _quat.Z; _particles[# _property + 3, _particleIndex] = _quat.W; ++_particleIndex; } } }; }