Пример #1
0
void Surfel::transformToWorldSpace(const CFrame& xform) {
    position = xform.pointToWorldSpace(position);
    geometricNormal = xform.vectorToWorldSpace(geometricNormal);
    shadingNormal   = xform.vectorToWorldSpace(shadingNormal);
    shadingTangent1 = xform.vectorToWorldSpace(shadingTangent1);
    shadingTangent2 = xform.vectorToWorldSpace(shadingTangent2);
}
Пример #2
0
void ParticleSurface::sortAndUploadIndices(shared_ptr<ParticleSurface> particleSurface, const Vector3& csz) {
    ParticleSystem::s_sortArray.fastClear();
    
    shared_ptr<ParticleSystem::Block> block = particleSurface->m_block;
    shared_ptr<ParticleSystem> particleSystem = block->particleSystem.lock();
    for (int i = 0; i < particleSystem->m_particle.size(); ++i) {
        const ParticleSystem::Particle& particle = particleSystem->m_particle[i];
        CFrame cframe;
        particleSurface->getCoordinateFrame(cframe);
        const Point3& wsPosition = particleSystem->particlesAreInWorldSpace() ?
            particle.position :
            cframe.pointToWorldSpace(particle.position);
        const float particleCSZ = dot(wsPosition, csz);

        ParticleSystem::SortProxy proxy;
        proxy.index = block->startIndex + i;
        proxy.z = particleCSZ;
        ParticleSystem::s_sortArray.append(proxy);
    }
    ParticleSystem::s_sortArray.sort(SORT_DECREASING);
    ParticleSystem::ParticleBuffer& pBuffer = ParticleSystem::s_particleBuffer;
    bool needsReallocation = true;
    if (pBuffer.indexStream.valid() &&
        (pBuffer.indexStream.maxSize() >= size_t(ParticleSystem::s_sortArray.size()))) {
        needsReallocation = false;
    }

    if (needsReallocation) {
        int numToAllocate = ParticleSystem::s_sortArray.size() * 2;
        shared_ptr<VertexBuffer> vb = VertexBuffer::create(sizeof(int) * numToAllocate + 8);
        int ignored;
        pBuffer.indexStream = IndexStream(ignored, numToAllocate, vb);
    }
    static Array<int> sortedIndices;
    sortedIndices.fastClear();
    for (const ParticleSystem::SortProxy& p : ParticleSystem::s_sortArray) {
        sortedIndices.append(p.index);
    }
    pBuffer.indexStream.update(sortedIndices);
}
Пример #3
0
Box2D::Box2D(const CFrame& frame, Box2D& b) {
    for (int i = 0; i < 4; ++i) {
        m_corner[i] = frame.pointToWorldSpace(Vector3(b.corner(i), 0)).xy();
    }
    computeAxes();
}