- attempt to fix additional oos issues

This commit is contained in:
Mark Vejvoda
2013-09-27 00:14:54 +00:00
parent a73cf8470b
commit 63ed244de2
18 changed files with 225 additions and 269 deletions

View File

@@ -109,7 +109,7 @@ void ParticleRendererGl::renderSystem(ParticleSystem *ps){
for(int i=0; i<ps->getAliveParticleCount(); ++i){
const Particle *particle= ps->getParticle(i);
float size= particle->getSize()/2.0f;
Vec3f pos= particle->getPos();
Vec3f pos= Vec3f(particle->getPos());
Vec4f color= particle->getColor();
vertexBuffer[bufferIndex] = pos - (rightVector - upVector) * size;
@@ -159,8 +159,8 @@ void ParticleRendererGl::renderSystemLine(ParticleSystem *ps){
particle= ps->getParticle(i);
Vec4f color= particle->getColor();
vertexBuffer[bufferIndex] = particle->getPos();
vertexBuffer[bufferIndex+1] = particle->getLastPos();
vertexBuffer[bufferIndex] = Vec3f(particle->getPos());
vertexBuffer[bufferIndex+1] = Vec3f(particle->getLastPos());
colorBuffer[bufferIndex]= color;
colorBuffer[bufferIndex+1]= color;
@@ -203,8 +203,8 @@ void ParticleRendererGl::renderSystemLineAlpha(ParticleSystem *ps){
particle= ps->getParticle(i);
Vec4f color= particle->getColor();
vertexBuffer[bufferIndex] = particle->getPos();
vertexBuffer[bufferIndex+1] = particle->getLastPos();
vertexBuffer[bufferIndex] = Vec3f(particle->getPos());
vertexBuffer[bufferIndex+1] = Vec3f(particle->getLastPos());
colorBuffer[bufferIndex]= color;
colorBuffer[bufferIndex+1]= color;
@@ -236,29 +236,17 @@ void ParticleRendererGl::renderModel(GameParticleSystem *ps, ModelRenderer *mr){
glPushMatrix();
//translate
Vec3f pos= ps->getPos();
Vec3f pos= Vec3f(ps->getPos());
glTranslatef(pos.x, pos.y, pos.z);
//rotate
Vec3f direction= ps->getDirection();
Vec3f direction= Vec3f(ps->getDirection());
Vec3f flatDirection= Vec3f(direction.x, 0.f, direction.z);
Vec3f rotVector= Vec3f(0.f, 1.f, 0.f).cross(flatDirection);
//#ifdef USE_STREFLOP
// float angleV= radToDeg(streflop::atan2(static_cast<streflop::Simple>(flatDirection.length()), static_cast<streflop::Simple>(direction.y))) - 90.f;
//#else
// float angleV= radToDeg(atan2(flatDirection.length(), direction.y)) - 90.f;
//#endif
float angleV= radToDeg(std::atan2(flatDirection.length(), (double)direction.y)) - 90.f;
glRotatef(angleV, rotVector.x, rotVector.y, rotVector.z);
//#ifdef USE_STREFLOP
// float angleH= radToDeg(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)));
//#else
// float angleH= radToDeg(atan2(direction.x, direction.z));
//#endif
float angleH= radToDeg(std::atan2(direction.x, direction.z));
glRotatef(angleH, 0.f, 1.f, 0.f);

View File

@@ -65,13 +65,13 @@ void Particle::loadGame(const XmlNode *rootNode) {
//particleNode = aiNode->getAttribute("startLoc")->getIntValue();
// Vec3f pos;
pos = Vec3f::strToVec3(particleNode->getAttribute("pos")->getValue());
pos = Vec3d::strToVec3(particleNode->getAttribute("pos")->getValue());
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(particleNode->getAttribute("lastPos")->getValue());
lastPos = Vec3d::strToVec3(particleNode->getAttribute("lastPos")->getValue());
// Vec3f speed;
speed = Vec3f::strToVec3(particleNode->getAttribute("speed")->getValue());
speed = Vec3d::strToVec3(particleNode->getAttribute("speed")->getValue());
// Vec3f accel;
accel = Vec3f::strToVec3(particleNode->getAttribute("accel")->getValue());
accel = Vec3d::strToVec3(particleNode->getAttribute("accel")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleNode->getAttribute("color")->getValue());
// float size;
@@ -112,7 +112,7 @@ ParticleSystem::ParticleSystem(int particleCount) {
//this->particleCount= particles.size();
maxParticleEnergy= 250;
varParticleEnergy= 50;
pos= Vec3f(0.0f);
pos= Vec3d(0.0f);
color= Vec4f(1.0f);
colorNoEnergy= Vec4f(0.0f);
emissionRate= 15.0f;
@@ -251,7 +251,7 @@ void ParticleSystem::setTexture(Texture *texture){
this->texture= texture;
}
void ParticleSystem::setPos(Vec3f pos){
void ParticleSystem::setPos(Vec3d pos){
this->pos= pos;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setPos(pos);
@@ -485,7 +485,7 @@ void ParticleSystem::loadGame(const XmlNode *rootNode) {
}
// Vec3f pos;
pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
pos = Vec3d::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
// Vec4f color;
color = Vec4f::strToVec4(particleSystemNode->getAttribute("color")->getValue());
// Vec4f colorNoEnergy;
@@ -601,8 +601,8 @@ Particle * ParticleSystem::createParticle(){
void ParticleSystem::initParticle(Particle *p, int particleIndex){
p->pos= pos;
p->lastPos= p->pos;
p->speed= Vec3f(0.0f);
p->accel= Vec3f(0.0f);
p->speed= Vec3d(0.0f);
p->accel= Vec3d(0.0f);
p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
p->size= particleSize;
p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
@@ -647,7 +647,7 @@ FireParticleSystem::FireParticleSystem(int particleCount) :
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
windSpeed= Vec3d(0.0f);
setParticleSize(0.6f);
setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
@@ -676,10 +676,10 @@ void FireParticleSystem::initParticle(Particle *p, int particleIndex){
p->color= colorNoEnergy * 0.5f + colorNoEnergy * 0.5f * radRatio;
p->energy= static_cast<int> (maxParticleEnergy * radRatio)
+ random.randRange(-varParticleEnergy, varParticleEnergy);
p->pos= Vec3f(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
p->pos= Vec3d(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
p->lastPos= pos;
p->size= particleSize;
p->speed= Vec3f(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
p->speed= Vec3d(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
}
void FireParticleSystem::updateParticle(Particle *p){
@@ -744,7 +744,7 @@ void FireParticleSystem::loadGame(const XmlNode *rootNode) {
// float radius;
radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
windSpeed = Vec3d::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
}
Checksum FireParticleSystem::getCRC() {
@@ -810,18 +810,18 @@ void GameParticleSystem::removeChild(UnitParticleSystem* child){
children.erase(it);
}
void GameParticleSystem::setPos(Vec3f pos){
void GameParticleSystem::setPos(Vec3d pos){
this->pos= pos;
positionChildren();
}
void GameParticleSystem::positionChildren() {
Vec3f child_pos = pos - offset;
Vec3d child_pos = pos - offset;
for(int i=getChildCount()-1; i>=0; i--)
getChild(i)->setPos(child_pos);
}
void GameParticleSystem::setOffset(Vec3f offset){
void GameParticleSystem::setOffset(Vec3d offset){
this->offset= offset;
positionChildren();
}
@@ -870,7 +870,7 @@ void GameParticleSystem::setTween(double relative,double absolute) {
}
}
tween = truncateDecimal<double>(tween);
tween = truncateDecimal<double>(tween,16);
if(tween < 0.0f || tween > 1.0f) {
//printf("In [%s::%s Line: %d] WARNING setting tween to [%f] clamping tween, modelCycle [%f] absolute [%f] relative [%f]\n",__FILE__,__FUNCTION__,__LINE__,tween,modelCycle,absolute,relative);
//assert(tween >= 0.0f && tween <= 1.0f);
@@ -952,9 +952,9 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
// Vec3f offset;
offset = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("offset")->getValue());
offset = Vec3d::strToVec3(gameParticleSystemNode->getAttribute("offset")->getValue());
// Vec3f direction;
direction = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
direction = Vec3d::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
// float tween;
tween = gameParticleSystemNode->getAttribute("tween")->getFloatValue();
}
@@ -992,7 +992,7 @@ UnitParticleSystem::UnitParticleSystem(int particleCount) :
GameParticleSystem(particleCount), parent(NULL) {
radius= 0.5f;
speed= 0.01f;
windSpeed= Vec3f(0.0f);
windSpeed= Vec3d(0.0f);
minRadius = 0.0;
setParticleSize(0.6f);
@@ -1014,8 +1014,8 @@ UnitParticleSystem::UnitParticleSystem(int particleCount) :
isVisibleAtDay= true;
isDaylightAffected= false;
cRotation= Vec3f(1.0f, 1.0f, 1.0f);
fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
cRotation= Vec3d(1.0f, 1.0f, 1.0f);
fixedAddition= Vec3d(0.0f, 0.0f, 0.0f);
//prepare system for given staticParticleCount
if(staticParticleCount > 0){
emissionState= (double) staticParticleCount;
@@ -1108,7 +1108,7 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
p->lastPos= pos;
oldPosition= pos;
p->size= particleSize;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
p->accel= Vec3d(0.0f, -gravity, 0.0f);
// work out where we start for our shape (set speed and pos)
switch(shape){
@@ -1116,9 +1116,9 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
angle = (double)random.randRange(0,360);
// fall through
case sConical:{
Vec2f horiz = Vec2f(1,0).rotate(ang);
Vec2f vert = Vec2f(1,0).rotate(degToRad(angle));
Vec3f start = Vec3f(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
Vec2d horiz = Vec2d(1,0).rotate(ang);
Vec2d vert = Vec2d(1,0).rotate(degToRad(angle));
Vec3d start = Vec3d(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
p->speed = start * speed;
start = start * random.randRange(minRadius,radius);
p->pos = pos + offset + start;
@@ -1133,25 +1133,25 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
#endif
const double rad= degToRad(rotation);
if(!relative){
p->pos= Vec3f(pos.x + x + offset.x, pos.y + random.randRange(-radius / 2, radius / 2) + offset.y, pos.z + y
p->pos= Vec3d(pos.x + x + offset.x, pos.y + random.randRange(-radius / 2, radius / 2) + offset.y, pos.z + y
+ offset.z);
}
else{// rotate it according to rotation
#ifdef USE_STREFLOP
p->pos= Vec3f(pos.x+x+offset.z*streflop::sinf(static_cast<streflop::Simple>(rad))+offset.x*streflop::cosf(static_cast<streflop::Simple>(rad)), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*streflop::cosf(static_cast<streflop::Simple>(rad))-offset.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
p->pos= Vec3d(pos.x+x+offset.z*streflop::sinf(static_cast<streflop::Simple>(rad))+offset.x*streflop::cosf(static_cast<streflop::Simple>(rad)), pos.y+random.randRange(-radius/2, radius/2)+offset.y, pos.z+y+(offset.z*streflop::cosf(static_cast<streflop::Simple>(rad))-offset.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
#else
p->pos= Vec3f(pos.x + x + offset.z * sinf(rad) + offset.x * cosf(rad), pos.y + random.randRange(-radius / 2,
p->pos= Vec3d(pos.x + x + offset.z * sinf(rad) + offset.x * cosf(rad), pos.y + random.randRange(-radius / 2,
radius / 2) + offset.y, pos.z + y + (offset.z * cosf(rad) - offset.x * sinf(rad)));
#endif
}
p->speed= Vec3f(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
p->speed= Vec3d(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
* random.randRange(-0.5f, 0.5f), direction.z + direction.z * random.randRange(-0.5f, 0.5f));
p->speed= p->speed * speed;
if(relative && relativeDirection){
#ifdef USE_STREFLOP
p->speed=Vec3f(p->speed.z*streflop::sinf(static_cast<streflop::Simple>(rad))+p->speed.x*streflop::cosf(static_cast<streflop::Simple>(rad)),p->speed.y,(p->speed.z*streflop::cosf(static_cast<streflop::Simple>(rad))-p->speed.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
p->speed=Vec3d(p->speed.z*streflop::sinf(static_cast<streflop::Simple>(rad))+p->speed.x*streflop::cosf(static_cast<streflop::Simple>(rad)),p->speed.y,(p->speed.z*streflop::cosf(static_cast<streflop::Simple>(rad))-p->speed.x*streflop::sinf(static_cast<streflop::Simple>(rad))));
#else
p->speed= Vec3f(p->speed.z * sinf(rad) + p->speed.x * cosf(rad), p->speed.y, (p->speed.z * cosf(rad)
p->speed= Vec3d(p->speed.z * sinf(rad) + p->speed.x * cosf(rad), p->speed.y, (p->speed.z * cosf(rad)
- p->speed.x * sinf(rad)));
#endif
}
@@ -1175,7 +1175,7 @@ void UnitParticleSystem::update(){
}
}
if(fixed){
fixedAddition= Vec3f(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
fixedAddition= Vec3d(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
oldPosition= pos;
}
ParticleSystem::update();
@@ -1323,13 +1323,13 @@ void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
// float minRadius;
minRadius = unitParticleSystemNode->getAttribute("minRadius")->getFloatValue();
// Vec3f windSpeed;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
windSpeed = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
// Vec3f cRotation;
windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
windSpeed = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
// Vec3f fixedAddition;
fixedAddition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("fixedAddition")->getValue());
fixedAddition = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("fixedAddition")->getValue());
// Vec3f oldPosition;
oldPosition = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("oldPosition")->getValue());
oldPosition = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("oldPosition")->getValue());
// bool energyUp;
energyUp = unitParticleSystemNode->getAttribute("energyUp")->getIntValue() != 0;
// float startTime;
@@ -1450,9 +1450,9 @@ void RainParticleSystem::initParticle(Particle *p, int particleIndex){
p->color= color;
p->energy= 10000;
p->pos= Vec3f(pos.x + x, pos.y, pos.z + y);
p->pos= Vec3d(pos.x + x, pos.y, pos.z + y);
p->lastPos= p->pos;
p->speed= Vec3f(random.randRange(-speed / 10, speed / 10), -speed, random.randRange(-speed / 10, speed / 10))
p->speed= Vec3d(random.randRange(-speed / 10, speed / 10), -speed, random.randRange(-speed / 10, speed / 10))
+ windSpeed;
}
@@ -1517,9 +1517,9 @@ void SnowParticleSystem::initParticle(Particle *p, int particleIndex){
p->color= color;
p->energy= 10000;
p->pos= Vec3f(pos.x + x, pos.y, pos.z + y);
p->pos= Vec3d(pos.x + x, pos.y, pos.z + y);
p->lastPos= p->pos;
p->speed= Vec3f(0.0f, -speed, 0.0f) + windSpeed;
p->speed= Vec3d(0.0f, -speed, 0.0f) + windSpeed;
p->speed.x+= random.randRange(-0.005f, 0.005f);
p->speed.y+= random.randRange(-0.005f, 0.005f);
}
@@ -1653,24 +1653,24 @@ void ProjectileParticleSystem::update(){
if(state == sPlay){
lastPos = pos;
flatPos += zVector * truncateDecimal<double>(trajectorySpeed);
flatPos.x = truncateDecimal<double>(flatPos.x);
flatPos.y = truncateDecimal<double>(flatPos.y);
flatPos.z = truncateDecimal<double>(flatPos.z);
flatPos += zVector * truncateDecimal<double>(trajectorySpeed,16);
flatPos.x = truncateDecimal<double>(flatPos.x,16);
flatPos.y = truncateDecimal<double>(flatPos.y,16);
flatPos.z = truncateDecimal<double>(flatPos.z,16);
Vec3f targetVector = endPos - startPos;
targetVector.x = truncateDecimal<double>(targetVector.x);
targetVector.y = truncateDecimal<double>(targetVector.y);
targetVector.z = truncateDecimal<double>(targetVector.z);
Vec3d targetVector = endPos - startPos;
targetVector.x = truncateDecimal<double>(targetVector.x,16);
targetVector.y = truncateDecimal<double>(targetVector.y,16);
targetVector.z = truncateDecimal<double>(targetVector.z,16);
Vec3f currentVector = flatPos - startPos;
currentVector.x = truncateDecimal<double>(currentVector.x);
currentVector.y = truncateDecimal<double>(currentVector.y);
currentVector.z = truncateDecimal<double>(currentVector.z);
Vec3d currentVector = flatPos - startPos;
currentVector.x = truncateDecimal<double>(currentVector.x,16);
currentVector.y = truncateDecimal<double>(currentVector.y,16);
currentVector.z = truncateDecimal<double>(currentVector.z,16);
// ratio
double relative= clamp(currentVector.length() / targetVector.length(), 0.0f, 1.0f);
relative = truncateDecimal<double>(relative);
relative = truncateDecimal<double>(relative,16);
//printf("Update particle targetVector [%s][%f] currentVector [%s][%f] relative = %f\n",targetVector.getString().c_str(),targetVector.length(),currentVector.getString().c_str(),currentVector.length(),relative);
@@ -1693,12 +1693,12 @@ void ProjectileParticleSystem::update(){
break;
case tParabolic: {
double scaledT = truncateDecimal<double>(2.0f * (relative - 0.5f));
double paraboleY = truncateDecimal<double>((1.0f - scaledT * scaledT) * trajectoryScale);
double scaledT = truncateDecimal<double>(2.0f * (relative - 0.5f),16);
double paraboleY = truncateDecimal<double>((1.0f - scaledT * scaledT) * trajectoryScale,16);
pos= flatPos;
pos.y += paraboleY;
pos.y = truncateDecimal<double>(pos.y);
pos.y = truncateDecimal<double>(pos.y,16);
}
break;
@@ -1711,9 +1711,9 @@ void ProjectileParticleSystem::update(){
pos+= xVector * cos(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
pos+= yVector * sin(relative * trajectoryFrequency * targetVector.length()) * trajectoryScale;
#endif
pos.x = truncateDecimal<double>(pos.x);
pos.y = truncateDecimal<double>(pos.y);
pos.z = truncateDecimal<double>(pos.z);
pos.x = truncateDecimal<double>(pos.x,16);
pos.y = truncateDecimal<double>(pos.y,16);
pos.z = truncateDecimal<double>(pos.z,16);
}
break;
@@ -1724,16 +1724,16 @@ void ProjectileParticleSystem::update(){
direction= pos - lastPos;
direction.normalize();
direction.x = truncateDecimal<double>(direction.x);
direction.y = truncateDecimal<double>(direction.y);
direction.z = truncateDecimal<double>(direction.z);
direction.x = truncateDecimal<double>(direction.x,16);
direction.y = truncateDecimal<double>(direction.y,16);
direction.z = truncateDecimal<double>(direction.z,16);
// trigger update of child particles
positionChildren();
rotateChildren();
//arrive destination
arriveDestinationDistance = truncateDecimal<double>(flatPos.dist(endPos));
arriveDestinationDistance = truncateDecimal<double>(flatPos.dist(endPos),16);
if(arriveDestinationDistance < 0.5f) {
fade();
model= NULL;
@@ -1757,11 +1757,11 @@ void ProjectileParticleSystem::update(){
void ProjectileParticleSystem::rotateChildren() {
//### only on horizontal plane :(
#ifdef USE_STREFLOP
double rotation = truncateDecimal<double>(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)));
double rotation = truncateDecimal<double>(streflop::atan2(static_cast<streflop::Simple>(direction.x), static_cast<streflop::Simple>(direction.z)),16);
#else
double rotation = truncateDecimal<double>(atan2(direction.x, direction.z));
double rotation = truncateDecimal<double>(atan2(direction.x, direction.z),16);
#endif
rotation = truncateDecimal<double>(radToDeg(rotation));
rotation = truncateDecimal<double>(radToDeg(rotation),16);
for(Children::iterator it = children.begin(); it != children.end(); ++it)
(*it)->setRotation(rotation);
}
@@ -1771,20 +1771,20 @@ void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
ParticleSystem::initParticle(p, particleIndex);
double t= static_cast<double> (particleIndex) / emissionRate;
t = truncateDecimal<double>(t);
t = truncateDecimal<double>(t,16);
p->pos= pos + (lastPos - pos) * t;
p->lastPos= lastPos;
p->speed= Vec3f(random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f))
p->speed= Vec3d(random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f), random.randRange(-0.1f, 0.1f))
* speed;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
p->accel= Vec3d(0.0f, -gravity, 0.0f);
updateParticle(p);
}
void ProjectileParticleSystem::updateParticle(Particle *p){
double energyRatio= clamp(static_cast<double> (p->energy) / maxParticleEnergy, 0.f, 1.f);
energyRatio = truncateDecimal<double>(energyRatio);
energyRatio = truncateDecimal<double>(energyRatio,16);
p->lastPos+= p->speed;
p->pos+= p->speed;
@@ -1794,12 +1794,12 @@ void ProjectileParticleSystem::updateParticle(Particle *p){
p->energy--;
}
void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos){
void ProjectileParticleSystem::setPath(Vec3d startPos, Vec3d endPos){
//compute axis
zVector= endPos - startPos;
zVector.normalize();
yVector= Vec3f(0.0f, 1.0f, 0.0f);
yVector= Vec3d(0.0f, 1.0f, 0.0f);
xVector= zVector.cross(yVector);
//apply offset
@@ -1814,7 +1814,7 @@ void ProjectileParticleSystem::setPath(Vec3f startPos, Vec3f endPos){
//recompute axis
zVector= endPos - startPos;
zVector.normalize();
yVector= Vec3f(0.0f, 1.0f, 0.0f);
yVector= Vec3d(0.0f, 1.0f, 0.0f);
xVector= zVector.cross(yVector);
// set members
@@ -1894,20 +1894,20 @@ void ProjectileParticleSystem::loadGame(const XmlNode *rootNode) {
nextParticleSystem->loadGame(splashParticleSystemNode);
}
// Vec3f lastPos;
lastPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("lastPos")->getValue());
lastPos = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("lastPos")->getValue());
// Vec3f startPos;
startPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("startPos")->getValue());
startPos = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("startPos")->getValue());
// Vec3f endPos;
endPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("endPos")->getValue());
endPos = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("endPos")->getValue());
// Vec3f flatPos;
flatPos = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("flatPos")->getValue());
flatPos = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("flatPos")->getValue());
//
// Vec3f xVector;
xVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("xVector")->getValue());
xVector = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("xVector")->getValue());
// Vec3f yVector;
yVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("yVector")->getValue());
yVector = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("yVector")->getValue());
// Vec3f zVector;
zVector = Vec3f::strToVec3(projectileParticleSystemNode->getAttribute("zVector")->getValue());
zVector = Vec3d::strToVec3(projectileParticleSystemNode->getAttribute("zVector")->getValue());
// Trajectory trajectory;
trajectory = static_cast<Trajectory>(projectileParticleSystemNode->getAttribute("trajectory")->getIntValue());
// float trajectorySpeed;
@@ -1990,7 +1990,7 @@ void SplashParticleSystem::update() {
emissionRate -= emissionRateFade;
double t = 1.0f - ((emissionRate + startEmissionRate) / (startEmissionRate * 2.0f));
t = truncateDecimal<double>(t);
t = truncateDecimal<double>(t,16);
t= clamp(t, 0.0f, 1.0f);
setTween(t,t);
@@ -2008,13 +2008,13 @@ void SplashParticleSystem::initParticle(Particle *p, int particleIndex){
p->size= particleSize;
p->color= color;
p->speed= Vec3f(horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB, verticalSpreadA
p->speed= Vec3d(horizontalSpreadA * random.randRange(-1.0f, 1.0f) + horizontalSpreadB, verticalSpreadA
* random.randRange(-1.0f, 1.0f) + verticalSpreadB, horizontalSpreadA * random.randRange(-1.0f, 1.0f)
+ horizontalSpreadB);
p->speed.normalize();
p->speed= p->speed * speed;
p->accel= Vec3f(0.0f, -gravity, 0.0f);
p->accel= Vec3d(0.0f, -gravity, 0.0f);
}
void SplashParticleSystem::updateParticle(Particle *p){