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Fix for behaviour of scaled particle nodes
Not sure if used in vanilla assets so may be low priority, but couldn't help looking into this.
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c10c146ad1
commit
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2 changed files with 12 additions and 12 deletions
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@ -993,6 +993,8 @@ namespace NifOsg
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{
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osg::ref_ptr<ParticleSystem> partsys (new ParticleSystem);
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partsys->setSortMode(osgParticle::ParticleSystem::SORT_BACK_TO_FRONT);
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// Scaling the particle node should also scale particles, even when the worldspace flag is enabled
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partsys->setParticleScaleReferenceFrame(osgParticle::ParticleSystem::LOCAL_COORDINATES);
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const Nif::NiParticleSystemController* partctrl = NULL;
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for (Nif::ControllerPtr ctrl = nifNode->controller; !ctrl.empty(); ctrl = ctrl->next)
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@ -49,8 +49,10 @@ void InverseWorldMatrix::operator()(osg::Node *node, osg::NodeVisitor *nv)
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osg::MatrixTransform* trans = dynamic_cast<osg::MatrixTransform*>(node);
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osg::Matrix worldMat = osg::computeLocalToWorld( path );
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trans->setMatrix(osg::Matrix::inverse(worldMat));
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osg::Matrix mat = osg::computeLocalToWorld( path );
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mat = osg::Matrix::inverse(mat);
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mat.orthoNormalize(mat); // don't undo the scale
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trans->setMatrix(mat);
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}
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traverse(node,nv);
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}
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@ -174,7 +176,7 @@ void GravityAffector::beginOperate(osgParticle::Program* program)
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{
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bool absolute = (program->getReferenceFrame() == osgParticle::ParticleProcessor::ABSOLUTE_RF);
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if (mType == Type_Wind)
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mCachedWorldPositionDirection = absolute ? program->rotateLocalToWorld(mDirection) : mDirection;
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mCachedWorldPositionDirection = absolute ? osg::Matrix::transform3x3(program->getLocalToWorldMatrix(), mDirection) : mDirection;
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else // Type_Point
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mCachedWorldPositionDirection = absolute ? program->transformLocalToWorld(mPosition) : mPosition;
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}
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@ -241,10 +243,10 @@ void Emitter::emitParticles(double dt)
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worldToPs = osg::Matrix::inverse(psToWorld);
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}
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worldToPs.orthoNormalize(worldToPs);
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const osg::Matrix& ltw = getLocalToWorldMatrix();
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const osg::Matrix& previous_ltw = getPreviousLocalToWorldMatrix();
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const osg::Matrix emitterToPs = ltw * worldToPs;
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const osg::Matrix prevEmitterToPs = previous_ltw * worldToPs;
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int n = mCounter->numParticlesToCreate(dt);
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@ -275,15 +277,11 @@ void Emitter::emitParticles(double dt)
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{
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mPlacer->place(P);
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P->transformPositionVelocity(transform);
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mShooter->shoot(P);
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// Now need to transform the position and velocity because we having a moving model.
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// (is this actually how MW works?)
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float r = ((float)rand()/(float)RAND_MAX);
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P->transformPositionVelocity(emitterToPs, prevEmitterToPs, r);
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//P->transformPositionVelocity(ltw);
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P->transformPositionVelocity(transform);
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P->transformPositionVelocity(emitterToPs);
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}
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}
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}
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