#include "box2d/b2_particle.h"
#include "box2d/b2_draw.h"
#define B2PARTICLECOLOR_BITS_PER_COMPONENT (sizeof(uint8) << 3)
#define B2PARTICLECOLOR_MAX_VALUE \
((1U << B2PARTICLECOLOR_BITS_PER_COMPONENT) - 1)
const uint8 b2ParticleColor::k_bitsPerComponent =
B2PARTICLECOLOR_BITS_PER_COMPONENT;
const float b2ParticleColor::k_maxValue = (float)B2PARTICLECOLOR_MAX_VALUE;
const float b2ParticleColor::k_inverseMaxValue =
1.0f / (float)B2PARTICLECOLOR_MAX_VALUE;
b2ParticleColor b2ParticleColor_zero(0, 0, 0, 0);
b2ParticleColor::b2ParticleColor(const b2Color& color)
{
Set(color);
}
b2Color b2ParticleColor::GetColor() const
{
return b2Color(k_inverseMaxValue * r,
k_inverseMaxValue * g,
k_inverseMaxValue * b);
}
void b2ParticleColor::Set(const b2Color& color)
{
Set((uint8)(k_maxValue * color.r),
(uint8)(k_maxValue * color.g),
(uint8)(k_maxValue * color.b),
B2PARTICLECOLOR_MAX_VALUE);
}
int32 b2CalculateParticleIterations(
float gravity, float radius, float timeStep)
{
const int32 B2_MAX_RECOMMENDED_PARTICLE_ITERATIONS = 8;
const float B2_RADIUS_THRESHOLD = 0.01f;
int32 iterations =
(int32) ceilf(b2Sqrt(gravity / (B2_RADIUS_THRESHOLD * radius)) * timeStep);
return b2Clamp(iterations, 1, B2_MAX_RECOMMENDED_PARTICLE_ITERATIONS);
}