From 18d683bcedfcce37a69e5fb3dca123b1d73f2135 Mon Sep 17 00:00:00 2001 From: Anthony Thibault Date: Mon, 25 May 2015 12:22:38 -0700 Subject: [PATCH] Particle entities should avoid resetting simulation when setMaxParticles is called. This caused all particles to disappear when a network packet was received. --- .../entities/src/ParticleEffectEntityItem.cpp | 22 ++++++++++--------- 1 file changed, 12 insertions(+), 10 deletions(-) diff --git a/libraries/entities/src/ParticleEffectEntityItem.cpp b/libraries/entities/src/ParticleEffectEntityItem.cpp index 0879e49f03..8a9212b6f2 100644 --- a/libraries/entities/src/ParticleEffectEntityItem.cpp +++ b/libraries/entities/src/ParticleEffectEntityItem.cpp @@ -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