Add clamping of the maximum number of particles per frame to avoid too many particles being introduced at once when the particle system comes back on screen.

This commit is contained in:
Robert Osfield 2010-09-17 15:39:53 +00:00
parent 4d31f983f3
commit fc82c9cde8

View File

@ -53,11 +53,22 @@ namespace osgParticle
inline int RandomRateCounter::numParticlesToCreate(double dt) const
{
_np += dt * getRateRange().get_random();
// compute the number of new particles, clamping it to 1 second of particles at the maximum rate
float numNewParticles = std::min(static_cast<float>(dt * getRateRange().get_random()), getRateRange().maximum);
// add the number of new particles to value carried over from the previous call
_np += numNewParticles;
// round down the number of particles.
int n = static_cast<int>(_np);
// take away the number of rounded number of particles leaving the decimal place
// this is done so that two frames of 0.5's will results in first frame 0 new particles, second frame 1
_np -= n;
// return the rounded number of particles to be created
return n;
}
}
}