Implemented support for spread angle for particle emitter.
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@@ -28,21 +28,18 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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{
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SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle, emitterComponent->LifeTime);
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SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle, emitterComponent->LifeTime, dt);
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emitterComponent->TimeSinceLastSpawn = 0;
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}
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std::cout<<"Number of particles in list for emitter "<<entity<<": "<<m_ParticleEmitter[entity].size()<<std::endl;
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std::list<ParticleData>::iterator it;
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for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end();)
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{
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EntityID particleID = (it)->ParticleID;
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auto transformComponent = m_World->GetComponent<Components::Transform>(particleID, "Transform");
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float speed = 20 * dt;
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//ERROR: Direction seems to be 0 for first particle in the list...
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transformComponent->Position.x += it->Direction.x * speed;
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transformComponent->Position.y += it->Direction.y * speed;
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transformComponent->Position.z += it->Direction.z * speed;
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transformComponent->Position += transformComponent->Velocity;
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auto particleComponent = m_World->GetComponent<Components::Particle>(particleID, "Particle");
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double timeLived = glfwGetTime() - it->SpawnTime;
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if(timeLived > particleComponent->LifeTime)
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@@ -57,9 +54,6 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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it++;
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}
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// Interpolates the color for each color channel by the start and end value. Decides how much the color should be interpolated based on time.
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/*// How big fraction the color is multiplied with
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float timeProgress = timeLived / particleComponent->LifeTime;
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@@ -92,20 +86,30 @@ void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
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cf->Register("Particle", []() { return new Components::Particle(); });
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}
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime)
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime, double dt)
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{
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auto emitterTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
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glm::quat emitterOrientation = emitterTransform->Orientation;
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float tempSpeed = 5 * dt;
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glm::vec3 speed = glm::vec3(tempSpeed);
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for(int i = 0; i < spawnCount; i++)
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{
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auto ent = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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transform->Position.x = pos.x;
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transform->Position.y = pos.y;
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transform->Position.z = pos.z;
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transform->Scale = glm::vec3(1, 1, 0);
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auto particleTransform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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particleTransform->Position.x = pos.x;
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particleTransform->Position.y = pos.y;
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particleTransform->Position.z = pos.z;
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particleTransform->Scale = glm::vec3(1, 1, 1);
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//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.
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particleTransform->Velocity = emitterOrientation * glm::vec3(0, 0, -1) * speed *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(1, 0, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0)));
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auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
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particle->LifeTime = lifeTime;
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/*Color startColor = {.4f, .45f, .2f};
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particle->ColorSpectrum.push_back(startColor);
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Color endColor = {0.f, 45.f, 23.f};
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@@ -116,15 +120,15 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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particle->VelocitySpectrum.push_back(glm::vec3(0, -3, 0));*/
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
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model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
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auto light = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
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/*auto light = m_World->AddComponent<Components::PointLight>(ent, "PointLight");
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light->Specular = glm::vec3(0.1f, 0.1f, 0.1f);
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light->Diffuse = glm::vec3(1.f, 1.f, 0.f);
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light->constantAttenuation = 0.03f;
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light->linearAttenuation = 0.00009f;
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light->quadraticAttenuation = 0.07f;
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light->spotExponent = 0.0f;
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light->spotExponent = 0.0f;*/
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/*auto physics = m_World->AddComponent<Components::Physics>(ent, "Physics");
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@@ -140,10 +144,12 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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data.SpawnTime = glfwGetTime();
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// data.color = particle->ColorSpectrum[0];
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// data.Scale = particle->ScaleSpectrum[0];
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//Random between [-1,1] on every axis
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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);
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data.Direction = glm::normalize(data.Direction);
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m_ParticleEmitter[emitterID].push_back(data);
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}
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}
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float Systems::ParticleSystem::RandomizeAngle(float spreadAngle)
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{
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return ((float)rand() / ((float)RAND_MAX + 1) * spreadAngle) - spreadAngle/2;
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}
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