Pixel-Composer/scripts/BBMOD_MixQuaternionOverTimeModule/bbmod_mixquaternionovertimemodule.gml
2023-04-23 16:47:33 +02:00

68 lines
2.4 KiB
Text

/// @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;
}
}
};
}