Particle entities should avoid resetting simulation when setMaxParticles is called.

This caused all particles to disappear when a network packet was received.
This commit is contained in:
Anthony Thibault 2015-05-25 12:22:38 -07:00
parent 225021671a
commit 18d683bced

View file

@ -490,19 +490,21 @@ void ParticleEffectEntityItem::stepSimulation(float deltaTime) {
}
void ParticleEffectEntityItem::setMaxParticles(quint32 maxParticles) {
_maxParticles = maxParticles;
if (_maxParticles != maxParticles) {
_maxParticles = maxParticles;
// TODO: try to do something smart here and preserve the state of existing particles.
// TODO: try to do something smart here and preserve the state of existing particles.
// resize vectors
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
// resize vectors
_particleLifetimes.resize(_maxParticles);
_particlePositions.resize(_maxParticles);
_particleVelocities.resize(_maxParticles);
// effectivly clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
// effectivly clear all particles and start emitting new ones from scratch.
_particleHeadIndex = 0;
_particleTailIndex = 0;
_timeUntilNextEmit = 0.0f;
}
}
// because particles are in a ring buffer, this isn't trivial