tested and fixed scale and velocity interpolation. Fix: could not go from lesser value to larger. Added methods for interpolation.
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+2
-2
@@ -97,12 +97,12 @@ void GameWorld::Initialize()
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// Particle emitter
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auto ent = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Orientation = glm::angleAxis(glm::pi<float>()/4, glm::vec3(0,1,0));
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transform->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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transform->Position = glm::vec3(i * 10, 20, 0);
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auto emitter = AddComponent<Components::ParticleEmitter>(ent, "ParticleEmitter");
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emitter->LifeTime = 4;
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emitter->SpawnCount = 4;
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emitter->SpreadAngle = glm::pi<float>()/6;
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emitter->SpreadAngle = glm::pi<float>()/4;
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emitter->SpawnFrequency = 0.08;
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auto model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/PointLight.obj";
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@@ -37,10 +37,8 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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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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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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{
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@@ -54,28 +52,20 @@ 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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// The difference between the start and end value
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float deltaColor = glm::abs(particleComponent->ColorSpectrum[0].r - particleComponent->ColorSpectrum[1].r);
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/*float deltaColor = glm::abs(particleComponent->ColorSpectrum[0].r - particleComponent->ColorSpectrum[1].r);
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it->color.r = particleComponent->ColorSpectrum[0].r + deltaColor * timeProgress;
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deltaColor = glm::abs(particleComponent->ColorSpectrum[0].g - particleComponent->ColorSpectrum[1].g);
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it->color.g = particleComponent->ColorSpectrum[0].g + deltaColor * timeProgress;
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deltaColor = glm::abs(particleComponent->ColorSpectrum[0].b - particleComponent->ColorSpectrum[1].b);
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it->color.b = particleComponent->ColorSpectrum[0].b + deltaColor * timeProgress;
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it->color.b = particleComponent->ColorSpectrum[0].b + deltaColor * timeProgress;*/
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//Interpolates the scale of the particle
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float deltaScale = glm::abs(particleComponent->ScaleSpectrum[0] - particleComponent->ScaleSpectrum[1]);
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it->Scale = particleComponent->ScaleSpectrum[0] + deltaScale * timeProgress;
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ScaleInterpolation(timeProgress, particleComponent->ScaleSpectrum, transformComponent->Scale);
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VelocityInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
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//Interpolates the velocity of the particle
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float deltaVelocity = glm::abs(particleComponent->VelocitySpectrum[0].x - particleComponent->VelocitySpectrum[1].x);
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it->Velocity.x = particleComponent->VelocitySpectrum[0].x + deltaVelocity * timeProgress;
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deltaVelocity = glm::abs(particleComponent->VelocitySpectrum[0].y - particleComponent->VelocitySpectrum[1].y);
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it->Velocity.y = particleComponent->VelocitySpectrum[0].y + deltaVelocity * timeProgress;
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deltaVelocity = glm::abs(particleComponent->VelocitySpectrum[0].z - particleComponent->VelocitySpectrum[1].z);
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it->Velocity.z = particleComponent->VelocitySpectrum[0].z + deltaVelocity * timeProgress;*/
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transformComponent->Position += transformComponent->Velocity;
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}
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}
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}
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@@ -90,8 +80,10 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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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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float tempSpeed = 4 * 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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@@ -104,41 +96,26 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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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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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 1, 0))) *
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glm::normalize(glm::angleAxis(RandomizeAngle(spreadAngle), glm::vec3(0, 0, 1)));
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glm::vec3 testVel = glm::vec3(particleTransform->Velocity.x, -particleTransform->Velocity.y * 1.5, particleTransform->Velocity.z); //TEMP
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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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particle->ColorSpectrum.push_back(endColor);
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particle->ScaleSpectrum.push_back(1);
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particle->ScaleSpectrum.push_back(30);
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particle->VelocitySpectrum.push_back(glm::vec3(0, -.2, 0));
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particle->VelocitySpectrum.push_back(glm::vec3(0, -3, 0));*/
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particle->ScaleSpectrum.push_back(4); //TEMP
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particle->ScaleSpectrum.push_back(1); //TEMP
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particle->VelocitySpectrum.push_back(particleTransform->Velocity); //TEMP
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particle->VelocitySpectrum.push_back(testVel); //TEMP
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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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// particle->ColorSpectrum.push_back(endColor);
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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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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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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/*auto physics = m_World->AddComponent<Components::Physics>(ent, "Physics");
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physics->Mass = 1;
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auto physicShape = m_World->AddComponent<Components::Box>(ent, "Box");
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physicShape->Width = 0.5;
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physicShape->Height = 0.5;
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physicShape->Depth = 0.5;*/
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ParticleData data;
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data.ParticleID = ent;
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data.SpawnTime = glfwGetTime();
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@@ -149,7 +126,34 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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}
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}
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//Randomizes between -spreadAngle/2 and spreadAngle/2
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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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//Interpolates the scale of the particle
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void Systems::ParticleSystem::ScaleInterpolation(double timeProgress, std::vector<float> scaleSpectrum, glm::vec3 &scale)
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{
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float deltaScale = glm::abs(scaleSpectrum[0] - scaleSpectrum[1]);
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if(scaleSpectrum[0] > scaleSpectrum[1])
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deltaScale *= -1;
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scale = glm::vec3(scaleSpectrum[0] + deltaScale * timeProgress);
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}
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//Interpolates the velocity of the particle
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void Systems::ParticleSystem::VelocityInterpolation(double timeProgress, std::vector<glm::vec3> velocitySpectrum, glm::vec3 &velocity)
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{
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float deltaVelocity = glm::abs(velocitySpectrum[0].x - velocitySpectrum[1].x);
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if(velocitySpectrum[0].x > velocitySpectrum[1].x)
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deltaVelocity *= -1;
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velocity.x = velocitySpectrum[0].x + deltaVelocity * timeProgress;
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deltaVelocity = glm::abs(velocitySpectrum[0].y - velocitySpectrum[1].y);
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if (velocitySpectrum[0].y > velocitySpectrum[1].y)
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deltaVelocity *= -1;
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velocity.y = velocitySpectrum[0].y + deltaVelocity * timeProgress;
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deltaVelocity = glm::abs(velocitySpectrum[0].z - velocitySpectrum[1].z);
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if(velocitySpectrum[0].z > velocitySpectrum[1].z)
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deltaVelocity *= -1;
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velocity.z = velocitySpectrum[0].z + deltaVelocity * timeProgress;
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}
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@@ -37,7 +37,8 @@ private:
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std::map<EntityID, double> m_TimeSinceLastSpawn;
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float RandomizeAngle(float spreadAngle);
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void ScaleInterpolation(double timeProgress, std::vector<float> scaleSpectrum, glm::vec3 &scale);
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void VelocityInterpolation(double timeProgress, std::vector<glm::vec3> velocitySpectrum, glm::vec3 &velocity);
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};
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}
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