/// @func BBMOD_MixVec2FromSpeedModule([_property[, _from[, _to[, _min[, _max]]]]]) /// /// @extends BBMOD_ParticleModule /// /// @desc A universal particle module that mixes values of particles' two /// consecutive properties between two values based on the magnitude of their /// velocity vector. /// /// @param {Real} [_property] The first of the two consecutive properties. Use /// values from {@link BBMOD_EParticle}. Defaults to `undefined`. /// @param {Struct.BBMOD_Vec2} [_from] The value when the particle has full health. /// Defaults to `(0.0, 0.0)`. /// @param {Struct.BBMOD_Vec2} [_to] The value when the particle has no health left. /// Defaults to `_from`. /// @param {Real} [_min] If the particles' speed is less than this, then the /// property is equal to `_from`. Defaults to 0.0. /// @param {Real} [_max] If the particles' speed is greater than this, then the /// property is equal to `_to`. Defaults to 1.0. /// /// @see BBMOD_EParticle function BBMOD_MixVec2FromSpeedModule( _property=undefined, _from=new BBMOD_Vec2(), _to=_from.Clone(), _min=0.0, _max=1.0 ) : BBMOD_ParticleModule() constructor { BBMOD_CLASS_GENERATED_BODY; /// @var {Real} The first of the two consecutive properties. Use values from /// {@link BBMOD_EParticle}. Default value is `undefined`. Property = _property; /// @var {Struct.BBMOD_Vec2} The value when the particle has full health. /// Default value is `(0.0, 0.0)`. From = _from; /// @var {Struct.BBMOD_Vec2} The value when the particle has no health left. /// Default value is the same as {@link BBMOD_MixVec2FromSpeedModule.From}. To = _to; /// @var {Real} If the particles' speed is less than this, then the property /// is equal to {@link BBMOD_MixVec2FromSpeedModule.From}. Default value is 0.0. Min = _min; /// @var {Real} If the particles' speed is greater than this, then the property /// is equal to {@link BBMOD_MixVec2FromSpeedModule.To}. Default value is 1.0. Max = _max; static on_update = function (_emitter, _deltaTime) { var _property = Property; if (_property != undefined) { var _to = To; var _toX = _to.X; var _toY = _to.Y; var _from = From; var _fromX = _from.X; var _fromY = _from.Y; var _particles = _emitter.Particles; var _min = Min; var _max = Max; var _div = _max - _min; var _particleIndex = 0; repeat (_emitter.ParticlesAlive) { var _velX = _particles[# BBMOD_EParticle.VelocityX, _particleIndex]; var _velY = _particles[# BBMOD_EParticle.VelocityY, _particleIndex]; var _velZ = _particles[# BBMOD_EParticle.VelocityZ, _particleIndex]; var _speed = sqrt((_velX * _velX) + (_velY + _velY) + (_velZ * _velZ)); var _factor = clamp((_speed - _min) / _div, 0.0, 1.0); _particles[# _property, _particleIndex] = lerp(_toX, _fromX, _factor); _particles[# _property + 1, _particleIndex] = lerp(_toY, _fromY, _factor); ++_particleIndex; } } }; }