Merge pull request #1124 from eightyeight/forest-wind-emitter

Forest wind emitter rendering improvement
This commit is contained in:
Daniel Buckmaster 2015-01-27 08:58:12 +11:00
commit 70d2ec6718

View file

@ -39,6 +39,8 @@
#include "T3D/gameBase/processList.h"
#include "console/engineAPI.h"
#include "T3D/gameBase/gameConnection.h"
ConsoleDocClass( ForestWindEmitter,
"@brief Object responsible for simulating wind in a level.\n\n"
@ -513,9 +515,21 @@ void ForestWindEmitter::_renderEmitterInfo( ObjectRenderInst *ri, SceneRenderSta
drawer->drawArrow( desc, pos, pos + (windVec * mWindStrength), ColorI( 0, 0, 255, 255 ) );//Point3F( -235.214, 219.589, 34.0991 ), Point3F( -218.814, 244.731, 37.5587 ), ColorI( 255, 255, 0, 255 ) );//
drawer->drawArrow( desc, pos, pos + (mWind->getTarget() * mWindStrength ), ColorI( 255, 0, 0, 85 ) );
S32 useRadius = mWindRadius;
// Draw a 2D circle for the wind radius.
if ( isRadialEmitter() )
drawer->drawSphere( desc, mWindRadius, pos, ColorI( 255, 0, 0, 80 ) );
{
// If the camera is close to the sphere, shrink the sphere so it remains visible.
GameConnection* gc = GameConnection::getConnectionToServer();
GameBase* gb;
if ( gc && (gb = gc->getCameraObject()) )
{
F32 camDist = (gb->getPosition() - getPosition()).len();
if ( camDist < mWindRadius )
useRadius = camDist;
}
drawer->drawSphere( desc, useRadius, pos, ColorI( 255, 0, 0, 80 ) );
}
}
F32 ForestWindEmitter::getStrength() const