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wled00/FXparticleSystem.cpp

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@@ -105,9 +105,6 @@ void Particle_Bounce_update(PSparticle *part) //bounces a particle on the matrix
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//age
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part->ttl--;
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//apply acceleration
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// vx = min(vx + ax, PS_MAX_X);
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// vy = min(vy + ay, PS_MAX_Y);
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//apply velocity
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int16_t newX, newY;
@@ -203,11 +200,6 @@ void Particle_Gravity_update(PSparticle *part, bool wrapX) //particle moves, dec
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else
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part->outofbounds = 0;
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//newX = max(newX, (int16_t)-PS_MAX_X); //limit to double matrix size
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//newY = max(newY, (int16_t)-PS_MAX_Y);
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//part->x = min(newX, (int16_t)(PS_MAX_X<<1)); //limit to double the space boundaries
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//part->y = min(newY, (int16_t)(PS_MAX_Y<<1));
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part->x = newX;
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part->y = newY;
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}

wled00/FXparticleSystem.h

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@@ -31,10 +31,7 @@
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//particle dimensions (subpixel division)
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#define PS_P_RADIUS 64 //subpixel size, each pixel is divided by this for particle movement
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<<<<<<< Updated upstream
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=======
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#define PS_P_HARDRADIUS 100 //hard surface radius of a particle, in collisions, this is forbidden to be entered by another particle (for stacking)
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>>>>>>> Stashed changes
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#define PS_P_SURFACE 12 //shift: 2^PS_P_SURFACE = (PS_P_RADIUS)^2
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@@ -76,13 +73,6 @@ typedef struct {
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#define GRAVITYCOUNTER 2 //the higher the value the lower the gravity (speed is increased every n'th particle update call), values of 2 to 4 give good results
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#define MAXGRAVITYSPEED 40 //particle terminal velocity
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/*
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//todo: make these local variables
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uint8_t vortexspeed; //speed around vortex
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uint8_t vortexdirection; //1 or 0
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int8_t vortexpull; //if positive, vortex pushes, if negative it pulls
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*/
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void Emitter_Flame_emit(PSpointsource *emitter, PSsimpleparticle *part);
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void Emitter_Fountain_emit(PSpointsource *emitter, PSparticle *part);
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void Particle_Move_update(PSparticle *part);

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