forked from mirror/openmw-tes3mp
Use initial particle state to compute the initial bounding box (Fixes #3500)
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1 changed files with 7 additions and 2 deletions
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@ -868,6 +868,8 @@ namespace NifOsg
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else
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return;
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osg::BoundingBox box;
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int i=0;
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for (std::vector<Nif::NiParticleSystemController::Particle>::const_iterator it = partctrl->particles.begin();
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i<particledata->activeCount && it != partctrl->particles.end(); ++it, ++i)
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@ -882,7 +884,8 @@ namespace NifOsg
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// Note this position and velocity is not correct for a particle system with absolute reference frame,
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// 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.
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created->setVelocity(particle.velocity);
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created->setPosition(particledata->vertices->at(particle.vertex));
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const osg::Vec3f& position = particledata->vertices->at(particle.vertex);
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created->setPosition(position);
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osg::Vec4f partcolor (1.f,1.f,1.f,1.f);
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if (particle.vertex < int(particledata->colors->size()))
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@ -891,10 +894,12 @@ namespace NifOsg
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float size = particledata->sizes.at(particle.vertex) * partctrl->size;
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created->setSizeRange(osgParticle::rangef(size, size));
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box.expandBy(osg::BoundingSphere(position, size));
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}
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osg::BoundingBox box;
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// radius may be used to force a larger bounding box
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box.expandBy(osg::BoundingSphere(osg::Vec3(0,0,0), particledata->radius));
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partsys->setInitialBound(box);
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}
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