mirror of
https://github.com/glest/glest-source.git
synced 2025-08-19 06:31:19 +02:00
- attempt to convert use of more floats to double
This commit is contained in:
@@ -109,8 +109,8 @@ void ParticleRendererGl::renderSystem(ParticleSystem *ps){
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for(int i=0; i<ps->getAliveParticleCount(); ++i){
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const Particle *particle= ps->getParticle(i);
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float size= particle->getSize()/2.0f;
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Vec3f pos= particle->getPos();
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Vec4f color= particle->getColor();
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Vec3f pos= particle->getPosAsFloat();
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Vec4f color= particle->getColorAsFloat();
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vertexBuffer[bufferIndex] = pos - (rightVector - upVector) * size;
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vertexBuffer[bufferIndex+1] = pos - (rightVector + upVector) * size;
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@@ -157,10 +157,10 @@ void ParticleRendererGl::renderSystemLine(ParticleSystem *ps){
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for(int i=0; i<ps->getAliveParticleCount(); ++i){
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particle= ps->getParticle(i);
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Vec4f color= particle->getColor();
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Vec4f color= particle->getColorAsFloat();
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vertexBuffer[bufferIndex] = particle->getPos();
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vertexBuffer[bufferIndex+1] = particle->getLastPos();
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vertexBuffer[bufferIndex] = particle->getPosAsFloat();
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vertexBuffer[bufferIndex+1] = particle->getLastPosAsFloat();
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colorBuffer[bufferIndex]= color;
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colorBuffer[bufferIndex+1]= color;
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@@ -201,10 +201,10 @@ void ParticleRendererGl::renderSystemLineAlpha(ParticleSystem *ps){
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for(int i=0; i<ps->getAliveParticleCount(); ++i){
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particle= ps->getParticle(i);
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Vec4f color= particle->getColor();
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Vec4f color= particle->getColorAsFloat();
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vertexBuffer[bufferIndex] = particle->getPos();
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vertexBuffer[bufferIndex+1] = particle->getLastPos();
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vertexBuffer[bufferIndex] = particle->getPosAsFloat();
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vertexBuffer[bufferIndex+1] = particle->getLastPosAsFloat();
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colorBuffer[bufferIndex]= color;
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colorBuffer[bufferIndex+1]= color;
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@@ -236,11 +236,11 @@ void ParticleRendererGl::renderModel(GameParticleSystem *ps, ModelRenderer *mr){
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glPushMatrix();
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//translate
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Vec3f pos= ps->getPos();
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Vec3f pos= ps->getPosAsFloat();
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glTranslatef(pos.x, pos.y, pos.z);
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//rotate
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Vec3f direction= ps->getDirection();
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Vec3f direction= ps->getDirectionAsFloat();
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Vec3f flatDirection= Vec3f(direction.x, 0.f, direction.z);
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Vec3f rotVector= Vec3f(0.f, 1.f, 0.f).cross(flatDirection);
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@@ -65,15 +65,15 @@ void Particle::loadGame(const XmlNode *rootNode) {
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//particleNode = aiNode->getAttribute("startLoc")->getIntValue();
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// Vec3f pos;
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pos = Vec3f::strToVec3(particleNode->getAttribute("pos")->getValue());
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pos = Vec3d::strToVec3(particleNode->getAttribute("pos")->getValue());
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// Vec3f lastPos;
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lastPos = Vec3f::strToVec3(particleNode->getAttribute("lastPos")->getValue());
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lastPos = Vec3d::strToVec3(particleNode->getAttribute("lastPos")->getValue());
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// Vec3f speed;
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speed = Vec3f::strToVec3(particleNode->getAttribute("speed")->getValue());
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speed = Vec3d::strToVec3(particleNode->getAttribute("speed")->getValue());
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// Vec3f accel;
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accel = Vec3f::strToVec3(particleNode->getAttribute("accel")->getValue());
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accel = Vec3d::strToVec3(particleNode->getAttribute("accel")->getValue());
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// Vec4f color;
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color = Vec4f::strToVec4(particleNode->getAttribute("color")->getValue());
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color = Vec4d::strToVec4(particleNode->getAttribute("color")->getValue());
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// float size;
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size = particleNode->getAttribute("size")->getFloatValue();
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// int energy;
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@@ -112,9 +112,9 @@ ParticleSystem::ParticleSystem(int particleCount) {
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//this->particleCount= particles.size();
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maxParticleEnergy= 250;
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varParticleEnergy= 50;
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pos= Vec3f(0.0f);
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color= Vec4f(1.0f);
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colorNoEnergy= Vec4f(0.0f);
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pos= Vec3d(0.0f);
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color= Vec4d(1.0f);
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colorNoEnergy= Vec4d(0.0f);
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emissionRate= 15.0f;
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emissionState= 1.0f; // initialized with 1 because we must have at least one particle in the beginning!
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speed= 1.0f;
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@@ -251,17 +251,17 @@ void ParticleSystem::setTexture(Texture *texture){
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this->texture= texture;
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}
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void ParticleSystem::setPos(Vec3f pos){
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void ParticleSystem::setPos(Vec3d pos){
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this->pos= pos;
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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setPos(pos);
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}
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void ParticleSystem::setColor(Vec4f color){
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void ParticleSystem::setColor(Vec4d color){
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this->color= color;
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}
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void ParticleSystem::setColorNoEnergy(Vec4f colorNoEnergy){
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void ParticleSystem::setColorNoEnergy(Vec4d colorNoEnergy){
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this->colorNoEnergy= colorNoEnergy;
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}
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@@ -485,11 +485,11 @@ void ParticleSystem::loadGame(const XmlNode *rootNode) {
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}
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// Vec3f pos;
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pos = Vec3f::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
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pos = Vec3d::strToVec3(particleSystemNode->getAttribute("pos")->getValue());
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// Vec4f color;
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color = Vec4f::strToVec4(particleSystemNode->getAttribute("color")->getValue());
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color = Vec4d::strToVec4(particleSystemNode->getAttribute("color")->getValue());
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// Vec4f colorNoEnergy;
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colorNoEnergy = Vec4f::strToVec4(particleSystemNode->getAttribute("colorNoEnergy")->getValue());
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colorNoEnergy = Vec4d::strToVec4(particleSystemNode->getAttribute("colorNoEnergy")->getValue());
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// float emissionRate;
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emissionRate = particleSystemNode->getAttribute("emissionRate")->getFloatValue();
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// float emissionState;
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@@ -503,7 +503,7 @@ void ParticleSystem::loadGame(const XmlNode *rootNode) {
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// float speed;
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speed = particleSystemNode->getAttribute("speed")->getFloatValue();
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// Vec3f factionColor;
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factionColor = Vec3f::strToVec3(particleSystemNode->getAttribute("factionColor")->getValue());
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factionColor = Vec3d::strToVec3(particleSystemNode->getAttribute("factionColor")->getValue());
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// bool teamcolorNoEnergy;
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teamcolorNoEnergy = particleSystemNode->getAttribute("teamcolorNoEnergy")->getIntValue() != 0;
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// bool teamcolorEnergy;
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@@ -601,9 +601,9 @@ Particle * ParticleSystem::createParticle(){
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void ParticleSystem::initParticle(Particle *p, int particleIndex){
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p->pos= pos;
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p->lastPos= p->pos;
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p->speed= Vec3f(0.0f);
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p->accel= Vec3f(0.0f);
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p->color= Vec4f(1.0f, 1.0f, 1.0f, 1.0);
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p->speed= Vec3d(0.0f);
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p->accel= Vec3d(0.0f);
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p->color= Vec4d(1.0f, 1.0f, 1.0f, 1.0);
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p->size= particleSize;
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p->energy= maxParticleEnergy + random.randRange(-varParticleEnergy, varParticleEnergy);
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}
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@@ -623,15 +623,15 @@ void ParticleSystem::killParticle(Particle *p){
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aliveParticleCount--;
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}
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void ParticleSystem::setFactionColor(Vec3f factionColor){
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void ParticleSystem::setFactionColor(Vec3d factionColor){
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this->factionColor= factionColor;
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Vec3f tmpCol;
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Vec3d tmpCol;
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if(teamcolorEnergy){
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this->color= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->color.w);
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this->color= Vec4d(factionColor.x, factionColor.y, factionColor.z, this->color.w);
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}
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if(teamcolorNoEnergy){
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this->colorNoEnergy= Vec4f(factionColor.x, factionColor.y, factionColor.z, this->colorNoEnergy.w);
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this->colorNoEnergy= Vec4d(factionColor.x, factionColor.y, factionColor.z, this->colorNoEnergy.w);
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}
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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setFactionColor(factionColor);
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@@ -647,10 +647,10 @@ FireParticleSystem::FireParticleSystem(int particleCount) :
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radius= 0.5f;
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speed= 0.01f;
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windSpeed= Vec3f(0.0f);
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windSpeed= Vec3d(0.0f);
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setParticleSize(0.6f);
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setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
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setColorNoEnergy(Vec4d(1.0f, 0.5f, 0.0f, 1.0f));
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}
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void FireParticleSystem::initParticle(Particle *p, int particleIndex){
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@@ -676,10 +676,10 @@ void FireParticleSystem::initParticle(Particle *p, int particleIndex){
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p->color= colorNoEnergy * 0.5f + colorNoEnergy * 0.5f * radRatio;
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p->energy= static_cast<int> (maxParticleEnergy * radRatio)
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+ random.randRange(-varParticleEnergy, varParticleEnergy);
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p->pos= Vec3f(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
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p->pos= Vec3d(pos.x + x, pos.y + random.randRange(-radius / 2, radius / 2), pos.z + y);
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p->lastPos= pos;
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p->size= particleSize;
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p->speed= Vec3f(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
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p->speed= Vec3d(0, speed + speed * random.randRange(-0.5f, 0.5f), 0) + windSpeed;
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}
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void FireParticleSystem::updateParticle(Particle *p){
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@@ -744,7 +744,7 @@ void FireParticleSystem::loadGame(const XmlNode *rootNode) {
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// float radius;
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radius = fireParticleSystemNode->getAttribute("radius")->getFloatValue();
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// Vec3f windSpeed;
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windSpeed = Vec3f::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
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windSpeed = Vec3d::strToVec3(fireParticleSystemNode->getAttribute("windSpeed")->getValue());
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}
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Checksum FireParticleSystem::getCRC() {
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@@ -810,18 +810,18 @@ void GameParticleSystem::removeChild(UnitParticleSystem* child){
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children.erase(it);
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}
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void GameParticleSystem::setPos(Vec3f pos){
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void GameParticleSystem::setPos(Vec3d pos){
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this->pos= pos;
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positionChildren();
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}
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void GameParticleSystem::positionChildren() {
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Vec3f child_pos = pos - offset;
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Vec3d child_pos = pos - offset;
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for(int i=getChildCount()-1; i>=0; i--)
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getChild(i)->setPos(child_pos);
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}
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void GameParticleSystem::setOffset(Vec3f offset){
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void GameParticleSystem::setOffset(Vec3d offset){
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this->offset= offset;
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positionChildren();
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}
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@@ -952,9 +952,9 @@ void GameParticleSystem::loadGame(const XmlNode *rootNode) {
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//gameParticleSystemNode->addAttribute("modelCycle",floatToStr(modelCycle), mapTagReplacements);
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modelCycle = gameParticleSystemNode->getAttribute("modelCycle")->getFloatValue();
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// Vec3f offset;
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offset = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("offset")->getValue());
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offset = Vec3d::strToVec3(gameParticleSystemNode->getAttribute("offset")->getValue());
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// Vec3f direction;
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direction = Vec3f::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
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direction = Vec3d::strToVec3(gameParticleSystemNode->getAttribute("direction")->getValue());
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// float tween;
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tween = gameParticleSystemNode->getAttribute("tween")->getFloatValue();
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}
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@@ -986,17 +986,17 @@ string GameParticleSystem::toString() const {
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// UnitParticleSystem
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// ===========================================================================
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bool UnitParticleSystem::isNight= false;
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Vec3f UnitParticleSystem::lightColor=Vec3f(1.0f,1.0f,1.0f);
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Vec3d UnitParticleSystem::lightColor=Vec3d(1.0f,1.0f,1.0f);
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UnitParticleSystem::UnitParticleSystem(int particleCount) :
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GameParticleSystem(particleCount), parent(NULL) {
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radius= 0.5f;
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speed= 0.01f;
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windSpeed= Vec3f(0.0f);
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windSpeed= Vec3d(0.0f);
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minRadius = 0.0;
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setParticleSize(0.6f);
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setColorNoEnergy(Vec4f(1.0f, 0.5f, 0.0f, 1.0f));
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setColorNoEnergy(Vec4d(1.0f, 0.5f, 0.0f, 1.0f));
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sizeNoEnergy=1.0f;
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primitive= pQuad;
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@@ -1014,8 +1014,8 @@ UnitParticleSystem::UnitParticleSystem(int particleCount) :
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isVisibleAtDay= true;
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isDaylightAffected= false;
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cRotation= Vec3f(1.0f, 1.0f, 1.0f);
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fixedAddition= Vec3f(0.0f, 0.0f, 0.0f);
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cRotation= Vec3d(1.0f, 1.0f, 1.0f);
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fixedAddition= Vec3d(0.0f, 0.0f, 0.0f);
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//prepare system for given staticParticleCount
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if(staticParticleCount > 0){
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emissionState= (double) staticParticleCount;
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@@ -1108,7 +1108,7 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
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p->lastPos= pos;
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oldPosition= pos;
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p->size= particleSize;
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p->accel= Vec3f(0.0f, -gravity, 0.0f);
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p->accel= Vec3d(0.0f, -gravity, 0.0f);
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// work out where we start for our shape (set speed and pos)
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switch(shape){
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@@ -1116,9 +1116,9 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
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angle = (double)random.randRange(0,360);
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// fall through
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case sConical:{
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Vec2f horiz = Vec2f(1,0).rotate(ang);
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Vec2f vert = Vec2f(1,0).rotate(degToRad(angle));
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Vec3f start = Vec3f(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
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Vec2d horiz = Vec2d(1,0).rotate(ang);
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Vec2d vert = Vec2d(1,0).rotate(degToRad(angle));
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Vec3d start = Vec3d(horiz.x*vert.y,vert.x,horiz.y).getNormalized(); // close enough
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p->speed = start * speed;
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start = start * random.randRange(minRadius,radius);
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p->pos = pos + offset + start;
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@@ -1133,25 +1133,25 @@ void UnitParticleSystem::initParticle(Particle *p, int particleIndex){
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#endif
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const double rad= degToRad(rotation);
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if(!relative){
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p->pos= Vec3f(pos.x + x + offset.x, pos.y + random.randRange(-radius / 2, radius / 2) + offset.y, pos.z + y
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p->pos= Vec3d(pos.x + x + offset.x, pos.y + random.randRange(-radius / 2, radius / 2) + offset.y, pos.z + y
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+ offset.z);
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}
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else{// rotate it according to rotation
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#ifdef USE_STREFLOP
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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))));
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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))));
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#else
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p->pos= Vec3f(pos.x + x + offset.z * sinf(rad) + offset.x * cosf(rad), pos.y + random.randRange(-radius / 2,
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p->pos= Vec3d(pos.x + x + offset.z * sinf(rad) + offset.x * cosf(rad), pos.y + random.randRange(-radius / 2,
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radius / 2) + offset.y, pos.z + y + (offset.z * cosf(rad) - offset.x * sinf(rad)));
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#endif
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}
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p->speed= Vec3f(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
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p->speed= Vec3d(direction.x + direction.x * random.randRange(-0.5f, 0.5f), direction.y + direction.y
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* random.randRange(-0.5f, 0.5f), direction.z + direction.z * random.randRange(-0.5f, 0.5f));
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p->speed= p->speed * speed;
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if(relative && relativeDirection){
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#ifdef USE_STREFLOP
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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))));
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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))));
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#else
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p->speed= Vec3f(p->speed.z * sinf(rad) + p->speed.x * cosf(rad), p->speed.y, (p->speed.z * cosf(rad)
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p->speed= Vec3d(p->speed.z * sinf(rad) + p->speed.x * cosf(rad), p->speed.y, (p->speed.z * cosf(rad)
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- p->speed.x * sinf(rad)));
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#endif
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}
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@@ -1175,7 +1175,7 @@ void UnitParticleSystem::update(){
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}
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}
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if(fixed){
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fixedAddition= Vec3f(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
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fixedAddition= Vec3d(pos.x - oldPosition.x, pos.y - oldPosition.y, pos.z - oldPosition.z);
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oldPosition= pos;
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}
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ParticleSystem::update();
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@@ -1323,13 +1323,13 @@ void UnitParticleSystem::loadGame(const XmlNode *rootNode) {
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// float minRadius;
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minRadius = unitParticleSystemNode->getAttribute("minRadius")->getFloatValue();
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// Vec3f windSpeed;
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windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
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windSpeed = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("windSpeed")->getValue());
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// Vec3f cRotation;
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windSpeed = Vec3f::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
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windSpeed = Vec3d::strToVec3(unitParticleSystemNode->getAttribute("cRotation")->getValue());
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// 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;
|
||||
@@ -1434,7 +1434,7 @@ RainParticleSystem::RainParticleSystem(int particleCount) :
|
||||
|
||||
setEmissionRate(25.0f);
|
||||
setParticleSize(3.0f);
|
||||
setColor(Vec4f(0.5f, 0.5f, 0.5f, 0.3f));
|
||||
setColor(Vec4d(0.5f, 0.5f, 0.5f, 0.3f));
|
||||
setSpeed(0.2f);
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -1504,7 +1504,7 @@ SnowParticleSystem::SnowParticleSystem(int particleCount) :
|
||||
|
||||
setEmissionRate(2.0f);
|
||||
setParticleSize(0.2f);
|
||||
setColor(Vec4f(0.8f, 0.8f, 0.8f, 0.8f));
|
||||
setColor(Vec4d(0.8f, 0.8f, 0.8f, 0.8f));
|
||||
setSpeed(0.05f);
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
@@ -1617,7 +1617,7 @@ string AttackParticleSystem::toString() const {
|
||||
ProjectileParticleSystem::ProjectileParticleSystem(int particleCount) :
|
||||
AttackParticleSystem(particleCount){
|
||||
setEmissionRate(20.0f);
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.5f));
|
||||
setColor(Vec4d(1.0f, 0.3f, 0.0f, 0.5f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(0.4f);
|
||||
@@ -1658,12 +1658,12 @@ void ProjectileParticleSystem::update(){
|
||||
flatPos.y = truncateDecimal<double>(flatPos.y);
|
||||
flatPos.z = truncateDecimal<double>(flatPos.z);
|
||||
|
||||
Vec3f targetVector = endPos - startPos;
|
||||
Vec3d targetVector = endPos - startPos;
|
||||
targetVector.x = truncateDecimal<double>(targetVector.x);
|
||||
targetVector.y = truncateDecimal<double>(targetVector.y);
|
||||
targetVector.z = truncateDecimal<double>(targetVector.z);
|
||||
|
||||
Vec3f currentVector = flatPos - startPos;
|
||||
Vec3d currentVector = flatPos - startPos;
|
||||
currentVector.x = truncateDecimal<double>(currentVector.x);
|
||||
currentVector.y = truncateDecimal<double>(currentVector.y);
|
||||
currentVector.z = truncateDecimal<double>(currentVector.z);
|
||||
@@ -1775,9 +1775,9 @@ void ProjectileParticleSystem::initParticle(Particle *p, int particleIndex){
|
||||
|
||||
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);
|
||||
}
|
||||
@@ -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;
|
||||
@@ -1958,7 +1958,7 @@ string ProjectileParticleSystem::toString() const {
|
||||
|
||||
SplashParticleSystem::SplashParticleSystem(int particleCount) :
|
||||
AttackParticleSystem(particleCount){
|
||||
setColor(Vec4f(1.0f, 0.3f, 0.0f, 0.8f));
|
||||
setColor(Vec4d(1.0f, 0.3f, 0.0f, 0.8f));
|
||||
setMaxParticleEnergy(100);
|
||||
setVarParticleEnergy(50);
|
||||
setParticleSize(1.0f);
|
||||
@@ -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){
|
||||
|
Reference in New Issue
Block a user