Commit graph

130 commits

Author SHA1 Message Date
ericrius1
c2915fc0f5 changing to velocity spread 2015-08-11 15:16:36 -07:00
ericrius1
ddaba19a4e chaning to velocity from direction 2015-08-11 14:43:05 -07:00
ericrius1
7ed408bf97 fixed merge conflics 2015-08-10 15:50:51 -07:00
ericrius1
d341dc337d added direction spread property to particle entity to enable users to create more varied effects (such as falling snow 2015-08-10 15:48:28 -07:00
ericrius1
23dcc647c4 adding more for direction spread 2015-08-10 15:00:21 -07:00
ericrius1
460eaa515b adding direction spread 2015-08-10 14:19:25 -07:00
ericrius1
c299d77c92 fixed implicit double to float casting and incorrect header author attribution 2015-08-10 10:57:53 -07:00
Seth Alves
a9556660c4 fix linux build 2015-07-29 20:53:24 -07:00
Anthony J. Thibault
604ef5dc71 Fixed float constant. 2015-07-27 09:28:56 -07:00
Anthony J. Thibault
5844b594dc Converted magic numbers to constants. 2015-07-27 09:27:16 -07:00
Anthony J. Thibault
5cc0b45850 Improved ParticleEffectEntityItem rendering and updates
* Created custom pipelines and shaders for untextured and textured
  particle rendering.
* Created custom render payload for particles
* Moved all particle updates into simulation rather then render.
* Uses pendingChanges.updateItem lambda to update the playload with
  new data for rendering.
* ParticleEffectEntityItem now updates its dimensions properly,
  based on emitter properties.
* Bug fix for dt not accumulating properly, during gaps between updates.
  now we just update all the time.  (super cheap tho, if there are no particles
  animating)
2015-07-26 17:21:17 -07:00
Atlante45
256c786e28 Merge branch 'master' of https://github.com/highfidelity/hifi into smart_pointers 2015-07-17 17:59:19 -07:00
Andrew Meadows
18d0cb5158 cleanup of EntityItem ctors and friends 2015-07-16 17:48:28 -07:00
Atlante45
7b5a5a339a Use make_shared/create to make shared pointers 2015-07-01 19:46:06 -07:00
ZappoMan
763e6dd97b Merge branch 'master' of https://github.com/highfidelity/hifi into team-teaching 2015-05-27 19:58:11 -07:00
Brad Hefta-Gaub
0553f7ca4c Merge pull request #4961 from hyperlogic/ajt/particle-net-anim-fix
Particle entities should avoid resetting simulation when setMaxParticles is called
2015-05-27 17:44:44 -07:00
Anthony Thibault
18d683bced Particle entities should avoid resetting simulation when setMaxParticles is called.
This caused all particles to disappear when a network packet was received.
2015-05-25 12:22:38 -07:00
ZappoMan
9988f2d1cd EnitityItem smart pointers 2015-05-22 22:38:02 -07:00
ZappoMan
8b78fc4190 EnitityItem smart pointers 2015-05-22 17:57:50 -07:00
Atlante45
d0cd18d6c0 Replace entities pos/rot/dim with transform
Removed _position, _rotation, _dimensions
Added Transform _transform
2015-05-15 17:35:24 +02:00
ZappoMan
67df6e3c62 make READ_ENTITY_PROPERTY_TO_PROPERTIES() type safe 2015-05-12 16:24:16 -07:00
ZappoMan
98474376de consolidate READ_ENTITY_PROPERTY() macros into single typesafe version 2015-05-12 15:59:45 -07:00
ZappoMan
83d212861d make APPEND_ENTITY_PROPERTY type safe 2015-05-12 11:41:04 -07:00
ZappoMan
c81f6dc69c fix particle properties 2015-05-12 11:03:16 -07:00
Anthony Thibault
b3af515224 Particle entity improvements based on code review.
* Updated variable naming to match coding standards.
* Changed particle raw float arrays to vectors.
* Bug fix: changing maxParticles will no longer lead to memory corruption.
* Made particle ring buffer more explicit, added _particleTailIndex.
* Added getLivingParticleCount() private method.
* Moved integration and bounds code into private methods.
* Bug fix: high emit rates now properly integrate particles forward for the
  remaing frame time, not the entire frame.
* Bug fix: new particles were not initiaized to origin.
* Added more particles to ajt-test.js.
* Bug fix: ajt-test.js script was not shutting down properly.
* Removed random seed, unless we have a psudo random number generator per
  particle system instance, it's unlikely that this will preserve sync.
* Bumped packet version number.
2015-05-11 19:21:33 -07:00
Anthony J. Thibault
ede42285b1 Improvements to particle entity.
* Changed particle geometry to billboarded quads
* Added texture support
* Added ajt-test.js particle test script.
* GeometryCache support for batched quads with texCoords.
* Bug fix for infinite loop if _lifetime was very large.
* Don't reset the simulation on animation loop.
* stop emitting particles on animation stop, but keep simulating until there are no more living particles.
* Removed some trailing whitespace
2015-05-10 17:13:46 -07:00
Seth Alves
d4461f1ecb put avatars and embedded-webserver and entities logging into their own QLoggingCategory 2015-04-06 16:22:54 -07:00
Andrew Meadows
e418872f7b namechanges: setFooInMeters() --> setFoo()
also fixed some warnings, made code abide to standard,
and moved some variables to be closer to where they're used
2015-03-09 09:56:15 -07:00
Jason
7a5669f14e Interview project updates.
Tried to address all of Brad's notes, most of which were related to
matching the coding style for the project.  Also used GeometryCache
instead of making direct calls to OpenGL to do drawing, took a different
approach to seeding rand(), updated the packet version, and fixed a bug
that I noticed in the setting of the dimensions for the particle effect
entity.
2015-03-06 15:52:21 -08:00
Jason
3522357c8c High Fidelity interview project -- Jason Rickwald
For my project, I decided to add a new entity -- a Particle Effect.
This is really rudimentary to start out with, but you could see where
it's headed.
2015-03-04 16:06:06 -08:00