Implemented support for spread angle for particle emitter.

This commit is contained in:
Stiffly
2014-04-27 00:17:21 +02:00
parent 956e7cab7b
commit 023f49b0ec
3 changed files with 41 additions and 35 deletions
+9 -9
View File
@@ -40,14 +40,14 @@ void GameWorld::Initialize()
physics->Mass = 10;
}
{
/*{
auto TankTest = CreateEntity();
auto transform = AddComponent<Components::Transform>(TankTest, "Transform");
transform->Position = glm::vec3(1.5f, 0.7f, 5.f);
auto model = AddComponent<Components::Model>(TankTest, "Model");
model->ModelFile = "Models/Placeholders/tank/Chassi.obj";
}
}*/
/*for(int i = 0; i < 2; i++)
{
@@ -67,7 +67,7 @@ void GameWorld::Initialize()
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
}*/
for(int i = 0; i < 3; i++)
/*for(int i = 0; i < 3; i++)
{
auto ball = CreateEntity();
auto transform = AddComponent<Components::Transform>(ball, "Transform");
@@ -80,7 +80,7 @@ void GameWorld::Initialize()
sphere->Radius = 0.05;
auto physics = AddComponent<Components::Physics>(ball, "Physics");
physics->Mass = 1;
}
}*/
/*{
auto entity = CreateEntity();
@@ -97,15 +97,15 @@ void GameWorld::Initialize()
// Particle emitter
auto ent = CreateEntity();
auto transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Orientation = glm::angleAxis(glm::pi<float>()/4, glm::vec3(0,1,0));
transform->Position = glm::vec3(i * 10, 20, 0);
auto emitter = AddComponent<Components::ParticleEmitter>(ent, "ParticleEmitter");
emitter->LifeTime = 2;
emitter->SpawnCount = 3;
emitter->SpreadAngle = 35;
emitter->SpawnFrequency = 0.2;
emitter->LifeTime = 4;
emitter->SpawnCount = 4;
emitter->SpreadAngle = glm::pi<float>()/6;
emitter->SpawnFrequency = 0.08;
auto model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
//emitter->
}
}
}
+29 -23
View File
@@ -28,21 +28,18 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
{
SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle, emitterComponent->LifeTime);
SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle, emitterComponent->LifeTime, dt);
emitterComponent->TimeSinceLastSpawn = 0;
}
std::cout<<"Number of particles in list for emitter "<<entity<<": "<<m_ParticleEmitter[entity].size()<<std::endl;
std::list<ParticleData>::iterator it;
for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
{
EntityID particleID = (it)->ParticleID;
auto transformComponent = m_World->GetComponent<Components::Transform>(particleID, "Transform");
float speed = 20 * dt;
//ERROR: Direction seems to be 0 for first particle in the list...
transformComponent->Position.x += it->Direction.x * speed;
transformComponent->Position.y += it->Direction.y * speed;
transformComponent->Position.z += it->Direction.z * speed;
transformComponent->Position += transformComponent->Velocity;
auto particleComponent = m_World->GetComponent<Components::Particle>(particleID, "Particle");
double timeLived = glfwGetTime() - it->SpawnTime;
if(timeLived > particleComponent->LifeTime)
@@ -57,9 +54,6 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
it++;
}
// Interpolates the color for each color channel by the start and end value. Decides how much the color should be interpolated based on time.
/*// How big fraction the color is multiplied with
float timeProgress = timeLived / particleComponent->LifeTime;
@@ -92,20 +86,30 @@ void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
cf->Register("Particle", []() { return new Components::Particle(); });
}
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime)
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime, double dt)
{
auto emitterTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
glm::quat emitterOrientation = emitterTransform->Orientation;
float tempSpeed = 5 * dt;
glm::vec3 speed = glm::vec3(tempSpeed);
for(int i = 0; i < spawnCount; i++)
{
auto ent = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
transform->Position.x = pos.x;
transform->Position.y = pos.y;
transform->Position.z = pos.z;
transform->Scale = glm::vec3(1, 1, 0);
auto particleTransform = m_World->AddComponent<Components::Transform>(ent, "Transform");
particleTransform->Position.x = pos.x;
particleTransform->Position.y = pos.y;
particleTransform->Position.z = pos.z;
particleTransform->Scale = glm::vec3(1, 1, 1);
//The emitter's orientation as "start value" times the default direction for quaternion. Times the speed, and then rotate on x and y axis with the randomized spread angle.
particleTransform->Velocity = emitterOrientation * glm::vec3(0, 0, -1) * speed *
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(1, 0, 0))) *
glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0)));
auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
particle->LifeTime = lifeTime;
/*Color startColor = {.4f, .45f, .2f};
particle->ColorSpectrum.push_back(startColor);
Color endColor = {0.f, 45.f, 23.f};
@@ -116,15 +120,15 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
particle->VelocitySpectrum.push_back(glm::vec3(0, -3, 0));*/
auto model = m_World->AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
auto light = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
/*auto light = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
light->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
light->Diffuse = glm::vec3(1.f, 1.f, 0.f);
light->constantAttenuation = 0.03f;
light->linearAttenuation = 0.00009f;
light->quadraticAttenuation = 0.07f;
light->spotExponent = 0.0f;
light->spotExponent = 0.0f;*/
/*auto physics = m_World->AddComponent<Components::Physics>(ent, "Physics");
@@ -140,10 +144,12 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
data.SpawnTime = glfwGetTime();
// data.color = particle->ColorSpectrum[0];
// data.Scale = particle->ScaleSpectrum[0];
//Random between [-1,1] on every axis
data.Direction = glm::vec3(((double)rand() / ((double)RAND_MAX + 1) * 2) -1, ((double)rand() / ((double)RAND_MAX + 1) * 2) -1, ((double)rand() / ((double)RAND_MAX + 1) * 2) -1);
data.Direction = glm::normalize(data.Direction);
m_ParticleEmitter[emitterID].push_back(data);
}
}
float Systems::ParticleSystem::RandomizeAngle(float spreadAngle)
{
return ((float)rand() / ((float)RAND_MAX + 1) * spreadAngle) - spreadAngle/2;
}
+3 -3
View File
@@ -21,8 +21,6 @@ namespace Systems
double SpawnTime;
float Scale;
Color color;
glm::vec3 Velocity;
glm::vec3 Direction;
};
class ParticleSystem : public System
@@ -34,9 +32,11 @@ public:
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
void SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime);
void SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime, double dt);
std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
std::map<EntityID, double> m_TimeSinceLastSpawn;
float RandomizeAngle(float spreadAngle);
};