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include particle radius in model scaling
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parent
dc25868403
commit
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2 changed files with 13 additions and 11 deletions
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@ -12,21 +12,23 @@ var count = 0;
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var stopAfter = 100;
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var modelProperties = {
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position: { x: 0, y: 1, z: 0 },
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position: { x: 1, y: 1, z: 1 },
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velocity: { x: 0.5, y: 0, z: 0.5 },
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius : 0.1,
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radius : 0.25,
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modelURL: "http://highfidelity-public.s3-us-west-1.amazonaws.com/meshes/Feisar_Ship.FBX",
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lifetime: 20
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};
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var ballProperties = {
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position: { x: 0, y: 0.75, z: 0 },
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position: { x: 1, y: 0.5, z: 1 },
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velocity: { x: 0.5, y: 0, z: 0.5 },
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gravity: { x: 0, y: 0, z: 0 },
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damping: 0,
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radius : 0.1,
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radius : 0.25,
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color: { red: 255, green: 0, blue: 0 },
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lifetime: 20
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};
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var modelParticleID = Particles.addParticle(modelProperties);
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@ -72,7 +72,7 @@ void ParticleTreeRenderer::renderElement(OctreeElement* element, RenderArgs* arg
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// render particle aspoints
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glm::vec3 position = particle.getPosition() * (float)TREE_SCALE;
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glColor3ub(particle.getColor()[RED_INDEX],particle.getColor()[GREEN_INDEX],particle.getColor()[BLUE_INDEX]);
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float sphereRadius = particle.getRadius() * (float)TREE_SCALE;
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float radius = particle.getRadius() * (float)TREE_SCALE;
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bool drawAsModel = particle.hasModel();
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@ -90,24 +90,24 @@ void ParticleTreeRenderer::renderElement(OctreeElement* element, RenderArgs* arg
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glm::vec3 translation(position.x, position.y, position.z);
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model->setTranslation(translation + translationAdjustment);
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// glm::angleAxis(-90.0f, 1.0f, 0.0f, 0.0f)
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// set the rotation
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glm::quat rotation = particle.getModelRotation();
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model->setRotation(rotation);
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// scale
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const float MODEL_SCALE = 0.0006f; // need to figure out correct scale adjust
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// TODO: need to figure out correct scale adjust, this was arbitrarily set to make a couple models work
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const float MODEL_SCALE = 0.00575f;
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glm::vec3 scale(1.0f,1.0f,1.0f);
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model->setScale(scale * MODEL_SCALE);
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model->setScale(scale * MODEL_SCALE * radius * particle.getModelScale());
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model->simulate(0.0f);
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model->render(alpha);
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//qDebug() << "called _testModel->render(alpha);";
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model->render(alpha); // TODO: should we allow particles to have alpha on their models?
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glPopMatrix();
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} else {
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glPushMatrix();
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glTranslatef(position.x, position.y, position.z);
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glutSolidSphere(sphereRadius, 15, 15);
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glutSolidSphere(radius, 15, 15);
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glPopMatrix();
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}
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}
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