Merge pull request #173 from teamfisk/ExplosionEffectV2
Explosion effect v2
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@@ -27,6 +27,8 @@ struct ExplosionEffectJob : ModelJob
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Velocity = (glm::vec2)explosionEffectComponent["Velocity"];
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ColorByDistance = (bool)explosionEffectComponent["ColorByDistance"];
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ExponentialAccelaration = (bool)explosionEffectComponent["ExponentialAccelaration"];
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Reverse = (bool)explosionEffectComponent["Reverse"];
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ColorDistanceScalar = (double)explosionEffectComponent["ColorDistanceScalar"];
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};
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glm::vec3 ExplosionOrigin;
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@@ -38,12 +40,14 @@ struct ExplosionEffectJob : ModelJob
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glm::vec4 EndColor;
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bool Randomness = false;
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float RandomnessScalar = 1.f;
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double RandomnessScalar = 1.f;
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glm::vec2 Velocity;
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bool ColorByDistance = false;
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//bool ReverseAnimation = false;
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//bool Wireframe = false;
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bool ExponentialAccelaration = false;
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bool Reverse = false;
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double ColorDistanceScalar = 1.f;
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std::array<float, 50> RandomNumbers = {
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0.3257552917701f,
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@@ -3,6 +3,7 @@
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#include "Common.h"
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#include "Core/System.h"
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#include "Engine/GLM.h"
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class ExplosionEffectSystem : public PureSystem
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{
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