Emitter childed to a wheel. BUG FIXED: Billboarding calculation.
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+1
-1
Submodule assets updated: 8b6c48b26b...e2b54e6212
+31
-2
@@ -436,6 +436,31 @@ void GameWorld::Initialize()
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Wheel->ConnectedToHandbrake = true;
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Wheel->TorqueRatio = 0.125f;
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CommitEntity(wheel);
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auto entity = CreateEntity(wheel);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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/*transformComponent->Position = glm::vec3(0,3,0);*/
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.01;
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emitterComponent->SpreadAngle = glm::pi<float>()/4;
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 2.0;
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.1));
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auto modelComponent = AddComponent<Components::Model>(entity, "Model");
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modelComponent->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
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CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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}
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CommitEntity(tank);
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@@ -528,6 +553,10 @@ void GameWorld::Initialize()
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GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(emitter);
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CommitEntity(entity);
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}*/
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{
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}
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}
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void GameWorld::Update(double dt)
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@@ -548,7 +577,7 @@ void GameWorld::RegisterSystems()
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_EventBroker); });
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m_SystemFactory.Register("DebugSystem", [this]() { return new Systems::DebugSystem(this, m_EventBroker); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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////m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this, m_EventBroker); });
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//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("FreeSteeringSystem", [this]() { return new Systems::FreeSteeringSystem(this, m_EventBroker); });
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m_SystemFactory.Register("TankSteeringSystem", [this]() { return new Systems::TankSteeringSystem(this, m_EventBroker); });
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@@ -564,7 +593,7 @@ void GameWorld::AddSystems()
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AddSystem("InputSystem");
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AddSystem("DebugSystem");
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//AddSystem("CollisionSystem");
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////AddSystem("ParticleSystem");
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AddSystem("ParticleSystem");
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//AddSystem("PlayerSystem");
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AddSystem("FreeSteeringSystem");
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AddSystem("TankSteeringSystem");
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+5
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@@ -274,10 +274,9 @@ void Renderer::DrawScene()
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glm::mat4 billboardMatrix;
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std::tie(texture, modelMatrix, billboardMatrix) = tuple;
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//MVP = cameraMatrix * glm::inverse(glm::toMat4(m_Camera->Orientation()) * modelMatrix );
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MVP = cameraMatrix * billboardMatrix * modelMatrix;
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MVP = cameraMatrix * modelMatrix * billboardMatrix;
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depthMVP = depthCameraMatrix * modelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
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@@ -410,11 +409,12 @@ void Renderer::AddTextureToDraw(Texture* texture, glm::vec3 position, glm::quat
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glm::vec3 camToParticle = glm::normalize(m_Camera->Position() - position);
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glm::vec3 up = glm::vec3(0,1,0);
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glm::vec3 rightVec = glm::cross(up, camToParticle);
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glm::vec3 rightVec = glm::normalize(glm::cross(up, camToParticle));
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glm::vec3 up2 = glm::normalize(glm::cross(camToParticle, rightVec));
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glm::mat4 billboardMatrix;
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billboardMatrix[0] = glm::vec4(rightVec, 0);
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billboardMatrix[1] = glm::vec4(up, 0);
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billboardMatrix[1] = glm::vec4(up2, 0);
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billboardMatrix[2] = glm::vec4(camToParticle, 0);
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//billboardMatrix[3] = glm::vec4(position, 0);
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@@ -4,6 +4,11 @@
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#include "World.h"
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void Systems::ParticleSystem::Initialize()
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{
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>("TransformSystem");
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}
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void Systems::ParticleSystem::Update(double dt)
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{
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@@ -19,16 +24,13 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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if(emitterComponent)
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{
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emitterComponent->TimeSinceLastSpawn += dt;
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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auto emitterTransformComponent = 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);
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emitterComponent->TimeSinceLastSpawn = 0;
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}
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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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@@ -82,7 +84,7 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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}
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transformComponent->Position += transformComponent->Velocity * (float)dt;
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transformComponent->Position += transformComponent->Velocity * (float)dt;
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it++;
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}
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@@ -101,6 +103,7 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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{
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auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(emitterID, "ParticleEmitter");
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auto emitterTransform = m_World->GetComponent<Components::Transform>(emitterID, "Transform");
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glm::vec3 emitterPos = m_TransformSystem->AbsolutePosition(emitterID);
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glm::quat emitterOrientation = emitterTransform->Orientation;
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float tempSpeed = 4;
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@@ -111,7 +114,7 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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auto ent = m_World->CloneEntity(emitterComponent->ParticleTemplate);
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auto particleTransform = m_World->GetComponent<Components::Transform>(ent, "Transform");
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particleTransform->Position = emitterTransform->Position;
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particleTransform->Position = emitterPos;
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particleTransform->Orientation = emitterOrientation;
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//The emitter's orientation as "start value" times the default direction for emitter. Times the speed, and then rotate on x and y axis with the randomized spread angle.
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@@ -2,6 +2,7 @@
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#define ParticleSystem_h__
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#include "System.h"
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#include "Systems/TransformSystem.h"
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#include "Components/Transform.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/Particle.h"
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@@ -25,10 +26,13 @@ namespace Systems
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class ParticleSystem : public System
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{
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public:
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ParticleSystem(World* world);
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ParticleSystem(World* world, std::shared_ptr<::EventBroker> eventBroker)
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: System(world, eventBroker) { }
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void RegisterComponents(ComponentFactory* cf) override;
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void Update(double dt) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Initialize() override;
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private:
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void SpawnParticles(EntityID emitterID);
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float RandomizeAngle(float spreadAngle);
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@@ -39,6 +43,7 @@ private:
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void Billboard();
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std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
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std::map<EntityID, double> m_TimeSinceLastSpawn;
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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};
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@@ -273,9 +273,6 @@
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<ClInclude Include="..\..\src\Components\Particle.h">
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<Filter>Particle System\Components</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\Components\Sphere.h">
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<Filter>Physics\Components</Filter>
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</ClInclude>
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<ClInclude Include="..\..\src\GUI\Frame.h">
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<Filter>GUI</Filter>
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</ClInclude>
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