Commit graph

71 commits

Author SHA1 Message Date
David Rowe
47b27a3280 Add alphaStart and alphaFinish entity particle properties 2015-09-05 16:30:01 -07:00
David Rowe
042384b5b0 Tidy and finish alpha and alphaSpread 2015-09-05 14:51:48 -07:00
David Rowe
1b3d125cb3 Add alphaSpread entity particle property 2015-09-05 14:39:10 -07:00
David Rowe
8d85309925 Use cubic interpolation instead of cosine 2015-09-05 10:50:05 -07:00
David Rowe
12b8a5a1d5 Add alpha property support to ParticleEffect entities
Add at same "level" as color so that it's available for other entity
types to use in the future.
2015-09-05 10:23:27 -07:00
David Rowe
c910da7179 Add radiusStart and radiusFinish entity particle properties 2015-09-04 12:27:18 -07:00
David Rowe
45ff118249 Add new radiusSpread entity particle property 2015-09-03 14:55:08 -07:00
ericrius1
5fa27a7cf1 added back computeAndUpdate mmethod for particles, and now handling parsing old streams 2015-08-24 10:59:38 -07:00
ericrius1
d38d29e0f5 fixed argument signatues and optimized particle position calculations 2015-08-13 10:35:32 -07:00
ericrius1
36ca0c54fc acceleration spread working properly 2015-08-12 16:13:00 -07:00
ericrius1
2db053e56a adding acceleration spread property 2015-08-11 17:09:48 -07:00
ericrius1
0031c2a39a changed localGravity prop to acceleration, which can be along any arbitrary direction 2015-08-11 16:05:18 -07:00
ericrius1
c2915fc0f5 changing to velocity spread 2015-08-11 15:16:36 -07:00
ericrius1
ddaba19a4e chaning to velocity from direction 2015-08-11 14:43:05 -07:00
ericrius1
460eaa515b adding direction spread 2015-08-10 14:19:25 -07:00
Anthony J. Thibault
5cc0b45850 Improved ParticleEffectEntityItem rendering and updates
* Created custom pipelines and shaders for untextured and textured
  particle rendering.
* Created custom render payload for particles
* Moved all particle updates into simulation rather then render.
* Uses pendingChanges.updateItem lambda to update the playload with
  new data for rendering.
* ParticleEffectEntityItem now updates its dimensions properly,
  based on emitter properties.
* Bug fix for dt not accumulating properly, during gaps between updates.
  now we just update all the time.  (super cheap tho, if there are no particles
  animating)
2015-07-26 17:21:17 -07:00
ZappoMan
8b78fc4190 EnitityItem smart pointers 2015-05-22 17:57:50 -07:00
Anthony Thibault
b3af515224 Particle entity improvements based on code review.
* Updated variable naming to match coding standards.
* Changed particle raw float arrays to vectors.
* Bug fix: changing maxParticles will no longer lead to memory corruption.
* Made particle ring buffer more explicit, added _particleTailIndex.
* Added getLivingParticleCount() private method.
* Moved integration and bounds code into private methods.
* Bug fix: high emit rates now properly integrate particles forward for the
  remaing frame time, not the entire frame.
* Bug fix: new particles were not initiaized to origin.
* Added more particles to ajt-test.js.
* Bug fix: ajt-test.js script was not shutting down properly.
* Removed random seed, unless we have a psudo random number generator per
  particle system instance, it's unlikely that this will preserve sync.
* Bumped packet version number.
2015-05-11 19:21:33 -07:00
Anthony J. Thibault
ede42285b1 Improvements to particle entity.
* Changed particle geometry to billboarded quads
* Added texture support
* Added ajt-test.js particle test script.
* GeometryCache support for batched quads with texCoords.
* Bug fix for infinite loop if _lifetime was very large.
* Don't reset the simulation on animation loop.
* stop emitting particles on animation stop, but keep simulating until there are no more living particles.
* Removed some trailing whitespace
2015-05-10 17:13:46 -07:00
Jason
7a5669f14e Interview project updates.
Tried to address all of Brad's notes, most of which were related to
matching the coding style for the project.  Also used GeometryCache
instead of making direct calls to OpenGL to do drawing, took a different
approach to seeding rand(), updated the packet version, and fixed a bug
that I noticed in the setting of the dimensions for the particle effect
entity.
2015-03-06 15:52:21 -08:00
Jason
3522357c8c High Fidelity interview project -- Jason Rickwald
For my project, I decided to add a new entity -- a Particle Effect.
This is really rudimentary to start out with, but you could see where
it's headed.
2015-03-04 16:06:06 -08:00