this laregly occured due to adding ribbon nodes in smaller increments than the size of a given quad.
we therefore skip adding new ribbon nodes if velocity, as determined by the point deltas, would be below 10% of the largest scale a given quad for that link in the ribbon would be.
as this will result in lower than a max length ribbon, also adds a timeout mechanism of removing a link every TickMS (32 ticks/second, or roughly how often one would also be aded when in a growth state)
for full finalization do still need to circle back and adress why there remains 1 quad spawned after motion.
This commit is contained in:
AzaezelX 2026-04-26 15:32:19 -05:00
parent 10cff00c23
commit 0519d1069b
2 changed files with 30 additions and 5 deletions

View file

@ -195,6 +195,7 @@ Ribbon::Ribbon()
mSegmentIdx = 0;
mTravelledDistance = 0;
mImmobileTicks = 0;
}
Ribbon::~Ribbon()
@ -346,7 +347,7 @@ void Ribbon::addSegmentPoint(Point3F &point, MatrixF &mat) {
xform.setColumn(3, point);
setTransform(xform);
if(mSegmentIdx < mDataBlock->mSegmentSkipAmount)
if (mSegmentIdx < mDataBlock->mSegmentSkipAmount)
{
mSegmentIdx++;
return;
@ -356,7 +357,26 @@ void Ribbon::addSegmentPoint(Point3F &point, MatrixF &mat) {
U32 segmentsToDelete = checkRibbonDistance(mDataBlock->segmentsPerUpdate);
for (U32 i = 0; i < segmentsToDelete; i++) {
U32 i;
F32 maxSize = mDataBlock->mSizes[0];
for (i = 1; i < RibbonData::NumFields; ++i) {
if (mDataBlock->mSizes[i] > 0.0f && mDataBlock->mSizes[i] > maxSize)
maxSize = mDataBlock->mSizes[i];
}
F32 movementThreshold = maxSize * 0.1f;
if (mSegmentPoints.size() && ((point - mSegmentPoints[0]).lenSquared() < movementThreshold * movementThreshold))
{
mImmobileTicks++;
if (mImmobileTicks > TickMs)
{
segmentsToDelete = mMax(segmentsToDelete, 1);
mImmobileTicks = 0;
}
}
else mImmobileTicks = 0;
for (i = 0; i < segmentsToDelete; i++) {
S32 last = mSegmentPoints.size() - 1;
if (last < 0)
break;
@ -374,10 +394,13 @@ void Ribbon::addSegmentPoint(Point3F &point, MatrixF &mat) {
return;
}
if (mImmobileTicks > 0)
return;
Point3F startPoint = mSegmentPoints[0];
//add X points based on how many segments Per Update from last point to current point
for (U32 i = 0; i < mDataBlock->segmentsPerUpdate; i++) {
for (i = 0; i < mDataBlock->segmentsPerUpdate; i++) {
F32 interp = (F32(i+1) / (F32)mDataBlock->segmentsPerUpdate);
//(end - start) * percentage) + start
@ -450,7 +473,7 @@ U32 Ribbon::checkRibbonDistance(S32 segments) {
if (difference < 0)
return mAbs(difference);
return 0; //do not delete any points
return 0;
}
void Ribbon::setShaderParams() {
@ -585,6 +608,8 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
tColor.interpolate(curColor, nextColor, positionDiff);
}
if (i < 2 || i > segments - 2) tRadius = POINT_EPSILON * POINT_EPSILON;
Point3F diff;
F32 length;
if (i == 0) {

View file

@ -90,7 +90,7 @@ class Ribbon : public GameBase
F32 mFadeAwayStep; ///< How quickly the ribbons is faded away after deletion.
F32 mFadeOut;
F32 mTravelledDistance; ///< How far the ribbon has travelled in it's lifetime.
U32 mImmobileTicks;
Vector<Point3F> mSegmentPoints; ///< The points in space where the ribbon has spawned segments.
U32 mSegmentOffset;
U32 mSegmentIdx;