Use initial particle state to compute the initial bounding box (Fixes #3500)

pull/39/head
scrawl 8 years ago
parent dda5bfbc9f
commit 341e3846c0

@ -868,6 +868,8 @@ namespace NifOsg
else
return;
osg::BoundingBox box;
int i=0;
for (std::vector<Nif::NiParticleSystemController::Particle>::const_iterator it = partctrl->particles.begin();
i<particledata->activeCount && it != partctrl->particles.end(); ++it, ++i)
@ -882,7 +884,8 @@ namespace NifOsg
// Note this position and velocity is not correct for a particle system with absolute reference frame,
// which can not be done in this loader since we are not attached to the scene yet. Will be fixed up post-load in the SceneManager.
created->setVelocity(particle.velocity);
created->setPosition(particledata->vertices->at(particle.vertex));
const osg::Vec3f& position = particledata->vertices->at(particle.vertex);
created->setPosition(position);
osg::Vec4f partcolor (1.f,1.f,1.f,1.f);
if (particle.vertex < int(particledata->colors->size()))
@ -891,10 +894,12 @@ namespace NifOsg
float size = particledata->sizes.at(particle.vertex) * partctrl->size;
created->setSizeRange(osgParticle::rangef(size, size));
box.expandBy(osg::BoundingSphere(position, size));
}
osg::BoundingBox box;
// radius may be used to force a larger bounding box
box.expandBy(osg::BoundingSphere(osg::Vec3(0,0,0), particledata->radius));
partsys->setInitialBound(box);
}

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