// // ParticleTreeRenderer.cpp // hifi // // Created by Brad Hefta-Gaub on 12/6/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. // // #include "InterfaceConfig.h" #include "ParticleTreeRenderer.h" ParticleTreeRenderer::ParticleTreeRenderer() : OctreeRenderer() { } ParticleTreeRenderer::~ParticleTreeRenderer() { } void ParticleTreeRenderer::renderElement(OctreeElement* element) { // actually render it here... // we need to iterate the actual particles of the element ParticleTreeElement* particleTreeElement = (ParticleTreeElement*)element; const std::vector& particles = particleTreeElement->getParticles(); uint16_t numberOfParticles = particles.size(); glPointSize(20.0f); glBegin(GL_POINTS); for (uint16_t i = 0; i < numberOfParticles; i++) { const Particle& particle = particles[i]; // render particle aspoints glm::vec3 position = particle.getPosition() * (float)TREE_SCALE; printf("glVertex3f(%f, %f, %f)\n", position.x, position.y, position.z); glVertex3f(position.x, position.y, position.z); } glEnd(); }