Brownian motion particle system implementation in progress (for dust environment effects)
Fixed bug in KRImport that caused long material names to become corrupted --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40150
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@@ -39,6 +39,7 @@ KRModelManager::KRModelManager(KRContext &context) : KRContextObject(context) {
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m_currentVBO.vao_handle = 0;
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m_currentVBO.data = NULL;
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m_vboMemUsed = 0;
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m_randomParticleVertexData = NULL;
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}
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KRModelManager::~KRModelManager() {
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@@ -46,6 +47,7 @@ KRModelManager::~KRModelManager() {
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delete (*itr).second;
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}
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m_models.empty();
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if(m_randomParticleVertexData != NULL) delete m_randomParticleVertexData;
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}
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KRModel *KRModelManager::loadModel(const char *szName, KRDataBlock *pData) {
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@@ -246,3 +248,36 @@ void KRModelManager::rotateBuffers(bool new_frame)
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}
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}
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KRModelManager::RandomParticleVertexData *KRModelManager::getRandomParticles()
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{
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const int MAX_PARTICLES=500000;
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if(m_randomParticleVertexData == NULL) {
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m_randomParticleVertexData = (RandomParticleVertexData *)malloc(sizeof(RandomParticleVertexData) * MAX_PARTICLES * 3);
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int iVertex=0;
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for(int iParticle=0; iParticle < MAX_PARTICLES; iParticle++) {
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m_randomParticleVertexData[iVertex].vertex.x = (float)(arc4random() % 2000) / 1000.0f - 1.0f;
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m_randomParticleVertexData[iVertex].vertex.y = (float)(arc4random() % 2000) / 1000.0f - 1.0f;
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m_randomParticleVertexData[iVertex].vertex.z = (float)(arc4random() % 2000) / 1000.0f - 1.0f;
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m_randomParticleVertexData[iVertex].uva.u = 0.0f;
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m_randomParticleVertexData[iVertex].uva.v = 0.0f;
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iVertex++;
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m_randomParticleVertexData[iVertex].vertex.x = m_randomParticleVertexData[iVertex-1].vertex.x;
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m_randomParticleVertexData[iVertex].vertex.y = m_randomParticleVertexData[iVertex-1].vertex.y;
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m_randomParticleVertexData[iVertex].vertex.z = m_randomParticleVertexData[iVertex-1].vertex.z;
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m_randomParticleVertexData[iVertex].uva.u = 1.0f;
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m_randomParticleVertexData[iVertex].uva.v = 0.0f;
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iVertex++;
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m_randomParticleVertexData[iVertex].vertex.x = m_randomParticleVertexData[iVertex-1].vertex.x;
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m_randomParticleVertexData[iVertex].vertex.y = m_randomParticleVertexData[iVertex-1].vertex.y;
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m_randomParticleVertexData[iVertex].vertex.z = m_randomParticleVertexData[iVertex-1].vertex.z;
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m_randomParticleVertexData[iVertex].uva.u = 0.5f;
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m_randomParticleVertexData[iVertex].uva.v = 1.0f;
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iVertex++;
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}
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}
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return m_randomParticleVertexData;
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}
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