Added support for rapid movement of the emitter, with particle now seeding between

the position of the emitter in the previous frame and the new position in the new
frame, the number of particles added also scales up to compensate for this movement.
This commit is contained in:
Robert Osfield
2005-08-25 14:12:08 +00:00
parent 320d0f67e4
commit be285c62c0
14 changed files with 183 additions and 28 deletions

View File

@@ -62,7 +62,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
if (glider)
{
const osg::BoundingSphere& bs = glider->getBound();
float size = radius/bs.radius()*0.3f;
float size = radius/bs.radius()*0.15f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->setDataVariance(osg::Object::STATIC);
@@ -84,7 +84,7 @@ osg::Node* createMovingModel(const osg::Vec3& center, float radius)
if (cessna)
{
const osg::BoundingSphere& bs = cessna->getBound();
float size = radius/bs.radius()*0.3f;
float size = radius/bs.radius()*0.15f;
osg::MatrixTransform* positioned = new osg::MatrixTransform;
positioned->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
@@ -220,7 +220,7 @@ void build_world(osg::Group *root)
// create the moving models.
{
root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),100.0f));
root->addChild(createMovingModel(osg::Vec3(500.0f,500.0f,500.0f),300.0f));
}
}
@@ -271,12 +271,12 @@ public:
}
osg::Vec3 position = handleMovingModels ? hit.getLocalIntersectPoint() : hit.getWorldIntersectPoint();
float scale = 20.0f * ((float)rand() / (float)RAND_MAX);
float intensity = handleMovingModels ? 5.0f : 1.0f;
float scale = 10.0f * ((float)rand() / (float)RAND_MAX);
float intensity = 1.0f;
osgParticle::ExplosionEffect* explosion = new osgParticle::ExplosionEffect(position, scale, intensity);
osgParticle::ExplosionDebrisEffect* explosionDebri = new osgParticle::ExplosionDebrisEffect(position, scale, intensity);
osgParticle::SmokeEffect* smoke = new osgParticle::SmokeEffect(position, scale, intensity);
osgParticle::ParticleEffect* smoke = new osgParticle::SmokeEffect(position, scale, intensity);
osgParticle::FireEffect* fire = new osgParticle::FireEffect(position, scale, intensity);
explosion->setWind(wind);