First pass that actually work
Not at all done, but it'll have to do for now
This commit is contained in:
@@ -69,17 +69,18 @@ struct CoolDeathAnimationJob : ModelJob
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glm::vec3 ExplosionOrigin;
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double TimeSinceDeath = 0.f; //Seconds
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double ExplosionDuration = 2.f;
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bool Gravity = true;
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double GravityForce = 1.f; // Speed
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double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
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//bool Gravity = true;
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//double GravityForce = 1.f; // Speed
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//double ObjectRadius = 2.f; // TODO: Change this for object radius when it's available
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glm::vec4 EndColor;
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bool Randomness = false;
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std::array<float, 20> RandomNumbers;
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float RandomnessScalar = 1.f;
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glm::vec2 Acceleration;
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bool ColorPerPolygon = false;
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bool ReverseAnimation = false;
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bool Wireframe = false;
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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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};
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struct SpriteJob : RenderJob
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@@ -16,5 +16,9 @@ public:
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(double)Component["TimeSinceDeath"] = 0.f;
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}
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(double&)Component["TimeSinceDeath"] += dt;
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//if ((bool)Component["Gravity"] == true) {
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// (bool)Component["ExponentialAccelaration"] = false;
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//}
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}
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};
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@@ -2,14 +2,15 @@
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<!--<Gravity>1</Gravity>-->
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<!--<GravityForce>1</GravityForce>-->
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<!--<ObjectRadius>2</ObjectRadius>-->
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<EndColor R="0" G="0" B="0" A="0"/>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Acceleration X="2" Y="2"/>
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<ColorPerPolygon>0</ColorPerPolygon>
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<ReverseAnimation>0</ReverseAnimation>
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<Wireframe>0</Wireframe>
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<Velocity X="2" Y="2"/>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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</c:CoolDeathAnim>
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@@ -18,15 +18,15 @@
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<xs:element name="ExplosionDuration" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>How many seconds the death animation should be</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Gravity" type="t:bool" minOccurs="0">
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<!--<xs:element name="Gravity" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable gravity</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="GravityForce" type="t:double" minOccurs="0">
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</xs:element>-->
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<!--<xs:element name="GravityForce" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>The force of the gravity</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ObjectRadius" type="t:double" minOccurs="0">
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</xs:element>-->
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<!--<xs:element name="ObjectRadius" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Object radius (TO BE REMOVED AND AUTOMATED)</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>-->
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<xs:element name="EndColor" type="t:Color" minOccurs="0">
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<xs:annotation><xs:documentation>The tint the polys end with</xs:documentation></xs:annotation>
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</xs:element>
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@@ -36,17 +36,20 @@
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<xs:element name="RandomnessScalar" type="t:double" minOccurs="0">
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<xs:annotation><xs:documentation>Alter the power of the randomness</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Acceleration" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The accelaration factors (start/end)</xs:documentation></xs:annotation>
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<xs:element name="Velocity" type="t:Vector" minOccurs="0">
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<xs:annotation><xs:documentation>The velocity factors (start/end)</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ColorPerPolygon" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color per polygon</xs:documentation></xs:annotation>
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<xs:element name="ColorByDistance" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Change the color by its moved distance instead of by its time</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<!--<xs:element name="ReverseAnimation" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Implosions are cooler</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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</xs:element>-->
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<!--<xs:element name="Wireframe" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Enable/disable wireframe</xs:documentation></xs:annotation>
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</xs:element>-->
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<xs:element name="ExponentialAccelaration" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Linear/Exponential accelaration</xs:documentation></xs:annotation>
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</xs:element>
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</xs:all>
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</xs:complexType>
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@@ -76,16 +76,17 @@
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<ExplosionOrigin X="0" Y="0" Z="0"/>
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<TimeSinceDeath>0</TimeSinceDeath>
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<ExplosionDuration>2</ExplosionDuration>
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<Gravity>1</Gravity>
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<GravityForce>1</GravityForce>
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<ObjectRadius>2</ObjectRadius>
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<!--<Gravity>1</Gravity>-->
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<!--<GravityForce>1</GravityForce>-->
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<!--<ObjectRadius>2</ObjectRadius>-->
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<EndColor R="0" G="0" B="0" A="0"/>
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<Randomness>0</Randomness>
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<RandomnessScalar>1</RandomnessScalar>
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<Acceleration X="2" Y="2"/>
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<ColorPerPolygon>0</ColorPerPolygon>
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<ReverseAnimation>0</ReverseAnimation>
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<Wireframe>0</Wireframe>
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<Velocity X="2" Y="2"/>
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<ColorByDistance>0</ColorByDistance>
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<!--<ReverseAnimation>0</ReverseAnimation>-->
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<!--<Wireframe>0</Wireframe>-->
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<ExponentialAccelaration>0</ExponentialAccelaration>
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</c:CoolDeathAnim>
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</Components>
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<Children>
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@@ -6,17 +6,18 @@ uniform mat4 P;
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uniform vec3 ExplosionOrigin;
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uniform float TimeSinceDeath;
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uniform float ExplosionDuration;
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uniform bool Gravity;
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uniform float GravityForce;
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uniform float ObjectRadius;
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//uniform bool Gravity;
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//uniform float GravityForce;
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//uniform float ObjectRadius;
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uniform vec4 EndColor;
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uniform bool Randomness;
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uniform float RandomNumbers[20];
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uniform float RandomnessScalar;
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uniform vec2 Velocity; // CHANGED THIS TO VELOCITY REMEMBER YOU FUCKER
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uniform bool ColorPerPolygon;
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uniform bool ReverseAnimation;
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uniform bool Wireframe;
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uniform vec2 Velocity;
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uniform bool ColorByDistance;
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//uniform bool ReverseAnimation;
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//uniform bool Wireframe;
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uniform bool ExponentialAccelaration;
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in VertexData{
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vec3 Position;
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@@ -65,6 +66,7 @@ float GetRandomNumber(int polygon_index)
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}
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float randomNumber = 0.0;
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float randomDistance = 0.0;
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void main()
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{
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@@ -93,45 +95,51 @@ void main()
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// center position of triangle
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vec3 centerOfTriangle = Input[1].Position + (s * dir1);
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// normalized center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = normalize(centerOfTriangle - ExplosionOrigin);
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// center position of triangle to origin vector
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vec3 origin2TriangleCenterVector = centerOfTriangle - ExplosionOrigin;
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vec3 normalizedOrigin2TriangleCenterVector = normalize(origin2TriangleCenterVector);
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// time percentage until end of explosion (0.0-1.0)
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float timePercetage = TimeSinceDeath / ExplosionDuration;
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// accelaration to use on current frame. is a interpolation between start and end value
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float currentAccelaration = mix(Velocity.x, Velocity.y, timePercetage);
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float currentVelocity = mix(Velocity.x, Velocity.y, timePercetage);
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if (ExponentialAccelaration == true)
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{
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currentVelocity = pow(currentVelocity, 2) / 2.0;
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}
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// distance between origin and the center of the current triangle
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float origin2TriangleCenterDistance = distance(ExplosionOrigin, centerOfTriangle);
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float origin2TriangleCenterDistance = length(origin2TriangleCenterVector);
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// get a random number if randomness is enabled, otherwise the random number will be zero and won't affect the other algorithms
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if (Randomness == true)
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{
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randomNumber = GetRandomNumber(gl_PrimitiveIDIn);
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randomDistance = GetRandomNumber(gl_PrimitiveIDIn) * RandomnessScalar;
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}
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// the distance from origin to the triangle center with eventual randomness added
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + (randomNumber * RandomnessScalar);
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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (origin2TriangleCenterVector * (TimeSinceDeath * currentAccelaration)) - (origin2TriangleCenterVector * fullDistanceWithRandomness);
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float fullDistanceWithRandomness = origin2TriangleCenterDistance + randomDistance;
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// vector from the triangle center to the explosion's shockwave
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vec3 triangleCenter2ExplosionRadius = (normalizedOrigin2TriangleCenterVector * (TimeSinceDeath * currentVelocity)) - (normalizedOrigin2TriangleCenterVector * fullDistanceWithRandomness);
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// if the triangle is inside the blast radius...
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentAccelaration))
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if (fullDistanceWithRandomness <= (TimeSinceDeath * currentVelocity))
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{
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float maxRadius = max(TimeSinceDeath * currentVelocity, (ExplosionDuration * currentVelocity));
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float a = (Velocity.y - Velocity.x) / ExplosionDuration;
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//float t = sqrt((2 * origin2TriangleCenterDistance) / a);
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// if explosion color should be affected by distance instead of time...
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if (ColorPerPolygon == true)
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if (ColorByDistance == true)
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{
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// the position of the center of the triangle after it has exploded
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vec3 movedCenterOfTriangle = vec3(centerOfTriangle + triangleCenter2ExplosionRadius);
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// calculate the max distance (s) the triangle will move
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float a = (Velocity.y - Velocity.x) / ExplosionDuration;
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float s = (Velocity.x * ExplosionDuration) + (0.5 * a * pow(ExplosionDuration, 2));
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ExplosionColor = EndColor * (length(triangleCenter2ExplosionRadius) / s);
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//ExplosionColor = EndColor * (distance(ExplosionOrigin, movedCenterOfTriangle) - distance(ExplosionOrigin, centerOfTriangle))
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}
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else
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{
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@@ -154,20 +162,22 @@ void main()
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vec4 ExplodedPositionInModelSpace = M * vec4(ExplodedPosition, 1.0);
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// if there is gravity, apply it
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if (Gravity == true)
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{
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ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow((TimeSinceDeath - fullDistanceWithRandomness) * GravityForce, 2);
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}
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//if (Gravity == true)
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//{
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// // ---DO THIS----> //ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - TimeSinceHit;
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//
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// ExplodedPositionInModelSpace.y = ExplodedPositionInModelSpace.y - pow(TimeSinceDeath, 2);
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//}
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// convert to screen space
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gl_Position = P*V * vec4(ExplodedPosition, 1.0);
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// convert to screen space
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gl_Position = P*V * ExplodedPositionInModelSpace;
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EmitVertex();
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}
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}
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else
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{
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// if explosion color should be affected by distance instead of time...
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if (ColorPerPolygon == true)
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if (ColorByDistance == true)
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{
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ExplosionColor = vec4(0.0);
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}
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@@ -54,17 +54,18 @@ void DrawScenePass::Draw(RenderQueueCollection& rq)
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glUniform3fv(glGetUniformLocation(ShaderHandle, "ExplosionOrigin"), 1, glm::value_ptr(coolDeathAnimationJob->ExplosionOrigin));
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glUniform1f(glGetUniformLocation(ShaderHandle, "TimeSinceDeath"), coolDeathAnimationJob->TimeSinceDeath);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ExplosionDuration"), coolDeathAnimationJob->ExplosionDuration);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "Gravity"), coolDeathAnimationJob->Gravity);
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//glUniform1f(glGetUniformLocation(ShaderHandle, "GravityForce"), coolDeathAnimationJob->GravityForce);
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//glUniform1f(glGetUniformLocation(ShaderHandle, "ObjectRadius"), coolDeathAnimationJob->ObjectRadius);
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glUniform4fv(glGetUniformLocation(ShaderHandle, "EndColor"), 1, glm::value_ptr(coolDeathAnimationJob->EndColor));
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glUniform1i(glGetUniformLocation(ShaderHandle, "Randomness"), coolDeathAnimationJob->Randomness);
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glUniform1fv(glGetUniformLocation(ShaderHandle, "RandomNumbers"), 20, coolDeathAnimationJob->RandomNumbers.data());
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glUniform1f(glGetUniformLocation(ShaderHandle, "RandomnessScalar"), coolDeathAnimationJob->RandomnessScalar);
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glUniform2fv(glGetUniformLocation(ShaderHandle, "Acceleration"), 1, glm::value_ptr(coolDeathAnimationJob->Acceleration));
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glUniform1i(glGetUniformLocation(ShaderHandle, "ColorPerPolygon"), coolDeathAnimationJob->ColorPerPolygon);
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glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
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glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
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glUniform2fv(glGetUniformLocation(ShaderHandle, "Velocity"), 1, glm::value_ptr(coolDeathAnimationJob->Velocity));
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glUniform1i(glGetUniformLocation(ShaderHandle, "ColorByDistance"), coolDeathAnimationJob->ColorByDistance);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "ReverseAnimation"), coolDeathAnimationJob->ReverseAnimation);
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//glUniform1i(glGetUniformLocation(ShaderHandle, "Wireframe"), coolDeathAnimationJob->Wireframe);
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glUniform1i(glGetUniformLocation(ShaderHandle, "ExponentialAccelaration"), coolDeathAnimationJob->ExponentialAccelaration);
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@@ -117,16 +117,17 @@ void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
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job.ExplosionOrigin = (glm::vec3)deathComp["ExplosionOrigin"];
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job.TimeSinceDeath = (double)deathComp["TimeSinceDeath"];
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job.ExplosionDuration = (double)deathComp["ExplosionDuration"];
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job.Gravity = (bool)deathComp["Gravity"];
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job.GravityForce = (double)deathComp["GravityForce"];
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job.ObjectRadius = (double)deathComp["ObjectRadius"];
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//job.Gravity = (bool)deathComp["Gravity"];
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//job.GravityForce = (double)deathComp["GravityForce"];
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//job.ObjectRadius = (double)deathComp["ObjectRadius"];
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job.EndColor = (glm::vec4)deathComp["EndColor"];
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job.Randomness = (bool)deathComp["Randomness"];
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job.RandomnessScalar = (double)deathComp["RandomnessScalar"];
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job.Acceleration = (glm::vec2)deathComp["Acceleration"];
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job.ColorPerPolygon = (bool)deathComp["ColorPerPolygon"];
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job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
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job.Wireframe = (bool)deathComp["Wireframe"];
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job.Velocity = (glm::vec2)deathComp["Velocity"];
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job.ColorByDistance = (bool)deathComp["ColorByDistance"];
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//job.ReverseAnimation = (bool)deathComp["ReverseAnimation"];
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//job.Wireframe = (bool)deathComp["Wireframe"];
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job.ExponentialAccelaration = (bool)deathComp["ExponentialAccelaration"];
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job.RandomNumbers = {
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0.3257552917701f,
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0.07601508315467f,
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Reference in New Issue
Block a user