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#include "Headers/ParticleFloorUpdater.h"
#include "Core/Headers/Console.h"

namespace Divide {

void ParticleFloorUpdater::update(const U64 deltaTime, ParticleData& p) {
    const U32 endID = p.aliveCount();

    STUBBED("ToDo: add proper orientation support! -Ionut")

    vec3<F32> force;
    for (U32 i = 0; i < endID; ++i) {
        if ((p._position[i].y - (p._position[i].w / 2)) < _floorY) {
            force.set(p._acceleration[i]);

            F32 normalFactor = force.dot(WORLD_Y_AXIS);
            if (normalFactor < 0.0f) {
                force -= WORLD_Y_AXIS * normalFactor;
            }
            F32 velFactor = p._velocity[i].xyz().dot(WORLD_Y_AXIS);
            // if (velFactor < 0.0)
            p._velocity[i] -= vec4<F32>(WORLD_Y_AXIS * (1.0f + _bounceFactor) * velFactor, 0.0f);
            p._acceleration[i].xyz(force);
        }
    }
}
};

Commits for Divide-Framework/trunk/Source Code/Dynamics/Entities/Particles/ConcreteUpdaters/ParticleFloorUpdater.cpp

Diff revisions: vs.
Revision Author Commited Message
631 Diff Diff IonutCava picture IonutCava Sun 24 Jan, 2016 20:28:21 +0000

[IonutCava]
- Fix and optimize particle rendering system
- Temporarily disable Z_PRE_PASS system for testing
- Improve thread pool destruction system a bit
- Fix texture loading when used as fb attachment
- Forward+ renderer now takes the entire light buffer (no need to split up by light type)
- Start work on occlusion culling fixes:
— ToDo: Take into account batching system
— Fix gl_DrawIDARB usage

521 Diff Diff IonutCava picture IonutCava Tue 06 Oct, 2015 16:12:58 +0000

[IonutCava]
- Performance improvements:
— Upload an entire animation’s bone data instead of the current frame’s data and bind the appropriate frame’s transform range.
-— Sacrifices VRAM but reduces the number of RAM->VRAM uploads for animated characters
— Some refactoring in the particle code (emitter, generators, updaters, etc)
- Bugfix:
— Default texture wrap mode to REPEAT instead of CLAMP as ASSIMP seems to be failing at reading texture wrap modes and REPEAT is a safer bet.

494 Diff Diff IonutCava picture IonutCava Sat 15 Aug, 2015 19:09:33 +0000

[Ionut]
- Better transform tracking in PhysicsComponent
- Random code cleanups and fixes

491 Diff Diff IonutCava picture IonutCava Thu 13 Aug, 2015 22:33:40 +0000

[Ionut]
- Updates and fixes to the particle system
- Added proper flags to the WarScene

358 Diff Diff IonutCava picture IonutCava Sun 01 Mar, 2015 22:44:38 +0000

[Ionut]
- Fixed some OpenGL initialization issues and function calls (no proper support for DSA yet)
- Cleanup up the Sound and Physics Wrappers
- Some readability improvements here and there

353 IonutCava picture IonutCava Tue 17 Feb, 2015 17:08:27 +0000

[Ionut]
- Compatibility updates for Boost 1.57 (some warnings still exist for now)
- Fixed some non-conforming code
- Added ALL OF THE MISSING FILES FROM THE LAST 15 commits ...........