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
+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;
}