Stop using our hack of moving the emission direction around, when you fire lots of particles this hack is very obvious. Use only what irrlicht provides
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7296 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -68,11 +68,13 @@ ParticleEmitter::ParticleEmitter(ParticleKind* type, core::vector3df position,
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{
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// FIXME: does the maxAngle param work at all??
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// FIXME: the min and max color params don't appear to work
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m_emitter = m_node->createPointEmitter(core::vector3df(0.0f, 0.0f, 5.0f), // velocity in m/ms
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m_emitter = m_node->createPointEmitter(core::vector3df(m_particle_type->getVelocityX(),
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m_particle_type->getVelocityY(),
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m_particle_type->getVelocityZ()), // velocity in m/ms
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type->getMinRate(), type->getMaxRate(),
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type->getMinColor(), type->getMaxColor(),
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lifeTimeMin, lifeTimeMax,
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0 /* angle */
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m_particle_type->getAngleSpreadX() /* angle */
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);
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break;
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}
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@ -86,15 +88,17 @@ ParticleEmitter::ParticleEmitter(ParticleKind* type, core::vector3df position,
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const float box_size_z = type->getBoxSizeZ()/2.0f;
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m_emitter = m_node->createBoxEmitter(core::aabbox3df(-box_size_x, -box_size_y, -box_size_z,
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box_size_x, box_size_y, box_size_z),
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core::vector3df(0.0f, 0.0f, 0.0f), // velocity in m/ms
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core::vector3df(m_particle_type->getVelocityX(),
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m_particle_type->getVelocityY(),
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m_particle_type->getVelocityZ()), // velocity in m/ms
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type->getMinRate(), type->getMaxRate(),
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type->getMinColor(), type->getMaxColor(),
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lifeTimeMin, lifeTimeMax,
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0 /* angle */
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m_particle_type->getAngleSpreadX() /* angle */
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);
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//irr_driver->getSceneManager()->addCubeSceneNode(2.0f, parent, -1, position, core::vector3df(0, 0, 0) /* rotation */,
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// core::vector3df(box_size_x, box_size_y, box_size_z));
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irr_driver->getSceneManager()->addCubeSceneNode(2.0f, parent, -1, position, core::vector3df(0, 0, 0) /* rotation */,
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core::vector3df(box_size_x, box_size_y, box_size_z));
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break;
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}
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@ -137,14 +141,15 @@ void ParticleEmitter::update()
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// There seems to be no way to randomise the velocity for particles,
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// so we have to do this manually, by changing the default velocity.
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// Irrlicht expects velocity (called 'direction') in m/ms!!
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/*
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const int x = m_particle_type->getAngleSpreadX();
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const int y = m_particle_type->getAngleSpreadY();
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const int z = m_particle_type->getAngleSpreadZ();
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Vec3 dir(cos(DEGREE_TO_RAD*(rand()%x - x/2))*m_particle_type->getVelocityX(),
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sin(DEGREE_TO_RAD*(rand()%y - x/2))*m_particle_type->getVelocityY(),
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sin(DEGREE_TO_RAD*(rand()%z - x/2))*m_particle_type->getVelocityZ());
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m_emitter->setDirection(dir.toIrrVector());
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*/
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} // update
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//-----------------------------------------------------------------------------
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@ -1461,7 +1461,7 @@ void Kart::loadData()
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m_water_splash_system = new WaterSplash(this);
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const float particle_size = 0.25f;
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core::vector3df position(0, particle_size*0.25f, -getKartLength()*0.5f);
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core::vector3df position(0, particle_size, -getKartLength()*0.5f);
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try
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{
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