Pnt3f LineParticleSystemDrawer::getLineEndpoint(ParticleSystemUnrecPtr System, UInt32 Index) const { Vec3f Direction; //Calculate Direction switch(getLineDirectionSource()) { case DIRECTION_POSITION_CHANGE: Direction = System->getPositionChange(Index); break; case DIRECTION_VELOCITY_CHANGE: Direction = System->getVelocityChange(Index); break; case DIRECTION_VELOCITY: Direction = System->getVelocity(Index); break; case DIRECTION_ACCELERATION: Direction = System->getAcceleration(Index); break; case DIRECTION_STATIC: Direction = getLineDirection(); break; case DIRECTION_NORMAL: default: Direction = System->getNormal(Index); break; } //Calculate Length Real32 LineLength; switch(getLineLengthSource()) { case LENGTH_SIZE_X: LineLength = System->getSize(Index).x(); break; case LENGTH_SIZE_Y: LineLength = System->getSize(Index).y(); break; case LENGTH_SIZE_Z: LineLength = System->getSize(Index).z(); break; case LENGTH_SPEED: LineLength = System->getVelocity(Index).length(); break; case LENGTH_ACCELERATION: LineLength = System->getAcceleration(Index).length(); break; case LENGTH_STATIC: default: LineLength = getLineLength(); ///could not find anything, line length field break; } LineLength *= getLineLengthScaling(); return System->getPosition(Index)+(LineLength*Direction); }
Action::ResultE QuadParticleSystemDrawer::draw(DrawEnv *pEnv, ParticleSystemUnrecPtr System, const MFUInt32& Sort) { bool isSorted(Sort.size() > 0); UInt32 NumParticles; if(isSorted) { NumParticles = Sort.size(); } else { NumParticles = System->getNumParticles(); } Pnt3f P1,P2,P3,P4; UInt32 Index; //Calculate the CameraToObject basis Matrix WorldToObject(pEnv->getObjectToWorld()); WorldToObject.invert(); Matrix CameraToObject(pEnv->getCameraToWorld()); CameraToObject.mult(WorldToObject); glBegin(GL_QUADS); for(UInt32 i(0); i<NumParticles;++i) { if(isSorted) { Index = Sort[i]; } else { Index = i; } //Loop through all particles //Get The Normal of the Particle Vec3f Normal = getQuadNormal(pEnv, System, Index, CameraToObject); //Calculate the Binormal as the cross between Normal and Up Vec3f Binormal = getQuadUpDir(pEnv, System, Index, CameraToObject).cross(Normal); //Get the Up Direction of the Particle Vec3f Up = Normal.cross(Binormal); //Determine Local Space of the Particle //This is where error occurs Pnt3f Position = System->getPosition(Index); //Determine the Width and Height of the quad Real32 Width = System->getSize(Index).x()*getQuadSizeScaling().x(),Height =System->getSize(Index).y()*getQuadSizeScaling().y(); //Calculate Quads positions P1 = Position + (Width/2.0f)*Binormal + (Height/2.0f)*Up; P2 = Position + (Width/2.0f)*Binormal - (Height/2.0f)*Up; P3 = Position - (Width/2.0f)*Binormal - (Height/2.0f)*Up; P4 = Position - (Width/2.0f)*Binormal + (Height/2.0f)*Up; //Draw the Quad glNormal3fv(Normal.getValues()); glColor4fv(System->getColor(Index).getValuesRGBA()); glTexCoord2f(1.0, 1.0); glVertex3fv(P1.getValues()); glTexCoord2f(0.0, 1.0); glVertex3fv(P4.getValues()); glTexCoord2f(0.0, 0.0); glVertex3fv(P3.getValues()); glTexCoord2f(1.0, 0.0); glVertex3fv(P2.getValues()); } glColor4f(1.0f,1.0f,1.0f,1.0f); glEnd(); //Generate a local space for the particle return Action::Continue; }
void QuadParticleSystemDrawer::getQuadWidthHeight(ParticleSystemUnrecPtr System, UInt32 Index, Real32& Width, Real32& Height) { Width = System->getSize(Index).x(); Height = System->getSize(Index).y(); }