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Changes based on PR feedback
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@@ -111,13 +111,6 @@ documentation::Documentation RenderableTrailTrajectory::Documentation() {
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);
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}
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void RenderableTrailTrajectory::reset() {
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_needsFullSweep = true;
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_sweepIteration = 0;
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_maxVertex = glm::vec3(-std::numeric_limits<float>::max());
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_minVertex = glm::vec3(std::numeric_limits<float>::max());
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}
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RenderableTrailTrajectory::RenderableTrailTrajectory(const ghoul::Dictionary& dictionary)
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: RenderableTrail(dictionary)
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, _startTime(StartTimeInfo)
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@@ -125,6 +118,8 @@ RenderableTrailTrajectory::RenderableTrailTrajectory(const ghoul::Dictionary& di
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, _sampleInterval(SampleIntervalInfo, 2.0, 2.0, 1e6)
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, _timeStampSubsamplingFactor(TimeSubSampleInfo, 1, 1, 1000000000)
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, _renderFullTrail(RenderFullPathInfo, false)
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, _maxVertex(glm::vec3(-std::numeric_limits<float>::max()))
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, _minVertex(glm::vec3(std::numeric_limits<float>::max()))
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{
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const Parameters p = codegen::bake<Parameters>(dictionary);
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@@ -150,9 +145,6 @@ RenderableTrailTrajectory::RenderableTrailTrajectory(const ghoul::Dictionary& di
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_renderFullTrail = p.showFullTrail.value_or(_renderFullTrail);
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addProperty(_renderFullTrail);
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_maxVertex = glm::vec3(-std::numeric_limits<float>::max());
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_minVertex = glm::vec3(std::numeric_limits<float>::max());
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// We store the vertices with ascending temporal order
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_primaryRenderInformation.sorting = RenderInformation::VertexSorting::OldestFirst;
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}
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@@ -181,6 +173,13 @@ void RenderableTrailTrajectory::deinitializeGL() {
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RenderableTrail::deinitializeGL();
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}
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void RenderableTrailTrajectory::reset() {
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_needsFullSweep = true;
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_sweepIteration = 0;
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_maxVertex = glm::vec3(-std::numeric_limits<float>::max());
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_minVertex = glm::vec3(std::numeric_limits<float>::max());
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}
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void RenderableTrailTrajectory::update(const UpdateData& data) {
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if (_needsFullSweep) {
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@@ -200,7 +199,7 @@ void RenderableTrailTrajectory::update(const UpdateData& data) {
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// Calculate sweeping range for this iteration
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int startIndex = _sweepIteration * _sweepChunk;
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int nextIndex = (_sweepIteration + 1) * _sweepChunk;
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int stopIndex = (nextIndex < _nValues) ? nextIndex : _nValues;
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int stopIndex = std::min(nextIndex, _nValues);
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// Calculate all vertex positions
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for (int i = startIndex; i < stopIndex; ++i) {
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@@ -208,17 +207,12 @@ void RenderableTrailTrajectory::update(const UpdateData& data) {
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{},
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Time(_start + i * _totalSampleInterval),
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Time(0.0)
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});
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});
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_vertexArray[i] = { p.x, p.y, p.z };
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// Set max and min vertex for bounding sphere calculations
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_maxVertex.x = std::max(_maxVertex.x, p.x);
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_maxVertex.y = std::max(_maxVertex.y, p.y);
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_maxVertex.z = std::max(_maxVertex.z, p.z);
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_minVertex.x = std::min(_minVertex.x, p.x);
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_minVertex.y = std::min(_minVertex.y, p.y);
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_minVertex.z = std::min(_minVertex.z, p.z);
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_maxVertex = glm::max(_maxVertex, p);
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_minVertex = glm::min(_minVertex, p);
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}
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++_sweepIteration;
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