From ed2780062b72cb496c341ec5834ec13c07acf727 Mon Sep 17 00:00:00 2001 From: Jeffrey Ventrella Date: Fri, 19 Jul 2013 16:23:02 -0700 Subject: [PATCH] clean up --- interface/src/ParticleSystem.cpp | 27 ++------------------------- 1 file changed, 2 insertions(+), 25 deletions(-) diff --git a/interface/src/ParticleSystem.cpp b/interface/src/ParticleSystem.cpp index efc57c2e18..c1f14fad63 100644 --- a/interface/src/ParticleSystem.cpp +++ b/interface/src/ParticleSystem.cpp @@ -22,6 +22,7 @@ ParticleSystem::ParticleSystem() { _upDirection = glm::vec3(0.0f, 1.0f, 0.0f); // default for (unsigned int emitterIndex = 0; emitterIndex < MAX_EMITTERS; emitterIndex++) { + _emitter[emitterIndex].position = glm::vec3(0.0f, 0.0f, 0.0f); _emitter[emitterIndex].direction = glm::vec3(0.0f, 1.0f, 0.0f); _emitter[emitterIndex].visible = false; @@ -346,36 +347,12 @@ void ParticleSystem::renderParticle(int p) { void ParticleSystem::renderEmitter(int e, float size) { - - /* - glm::vec3 r = _emitter[e].rotation * IDENTITY_FRONT * size; - glm::vec3 u = _emitter[e].rotation * IDENTITY_RIGHT * size; - glm::vec3 f = _emitter[e].rotation * IDENTITY_UP * size; - */ - glm::vec3 f = _emitter[e].direction; - //glm::vec3 r = glm::vec3(_emitter[e].direction.y, _emitter[e].direction.z, _emitter[e].direction.x); - //glm::vec3 u = glm::vec3(_emitter[e].direction.z, _emitter[e].direction.x, _emitter[e].direction.y); - glLineWidth(2.0f); - -/* - glColor3f(0.8f, 0.4, 0.4); - glBegin(GL_LINES); - glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z); - glVertex3f(_emitter[e].position.x + r.x, _emitter[e].position.y + r.y, _emitter[e].position.z + r.z); - glEnd(); - - glColor3f(0.4f, 0.8, 0.4); - glBegin(GL_LINES); - glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z); - glVertex3f(_emitter[e].position.x + u.x, _emitter[e].position.y + u.y, _emitter[e].position.z + u.z); - glEnd(); -*/ glColor3f(0.4f, 0.4, 0.8); glBegin(GL_LINES); glVertex3f(_emitter[e].position.x, _emitter[e].position.y, _emitter[e].position.z); - glVertex3f(_emitter[e].position.x + f.x, _emitter[e].position.y + f.y, _emitter[e].position.z + f.z); + glVertex3f(_emitter[e].position.x + _emitter[e].direction.x, _emitter[e].position.y + _emitter[e].direction.y, _emitter[e].position.z + _emitter[e].direction.z); glEnd(); }