Implemented Spawn and Remove function for particles. Also added a Particle component.
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@@ -0,0 +1,24 @@
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#ifndef Components_Particle_h__
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#define Components_Particle_h__
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#include "System.h"
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#include "Component.h"
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#include "Components/Transform.h"
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#include "Components/ParticleEmitter.h"
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#include "Color.h"
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#include <vector>
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namespace Components
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{
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struct Particle : Component
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{
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std::vector<Color> ColorSpectrum;
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std::vector<float> ScaleSpectrum;
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double LifeTime;
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std::vector<glm::vec3> VelocitySpectrum;
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std::vector<glm::vec3> AngularVelocitySpectrum;
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};
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}
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#endif // !Components_Particle_h__
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@@ -1,10 +1,7 @@
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#ifndef Components_ParticleEmitter_h__
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#define Components_ParticleEmitter_h__
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#include "System.h"
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#include "Component.h"
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#include "Components/Transform.h"
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#include "Components/ParticleEmitter.h"
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#include "Color.h"
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#include <vector>
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@@ -13,15 +10,15 @@ namespace Components
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struct ParticleEmitter : Component
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{
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int ParticleTemplate;
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EntityID ParticleTemplate;
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float SpawnFrequency;
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int SpawnCount;
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std::vector<Color> ColorSpectrum;
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std::vector<float> ScaleSpectrum;
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float SpreadAngle;
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float LifeTime;
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std::vector<float[3]> VelocitySpectrum;
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std::vector<float[3]> AngularVelocitySpectrum;
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double LifeTime;
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std::vector<glm::vec3> VelocitySpectrum;
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std::vector<glm::vec3> AngularVelocitySpectrum;
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};
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}
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@@ -20,6 +20,7 @@
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#include "Components/Input.h"
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#include "Components/Model.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/Particle.h"
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#include "Components/PointLight.h"
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#include "Components/SoundEmitter.h"
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#include "Components/Sprite.h"
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@@ -3,9 +3,10 @@
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#include "World.h"
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void Systems::ParticleSystem::Update(double dt)
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{
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m_TimeSinceLastSpawn += dt;
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}
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void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -13,26 +14,56 @@ 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(!transformComponent)
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return;
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auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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if(emitterComponent)
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{
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if(m_TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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{
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SpawnParticles(entity, emitterComponent->SpawnCount, emitterComponent->SpreadAngle);
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m_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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it->TimeLived += dt;
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auto particleComponent = m_World->GetComponent<Components::Particle>(it->ParticleID, "Particle");
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if(it->TimeLived > particleComponent->LifeTime)
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{
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m_ParticleEmitter[entity].erase(it);
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break;
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}
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else
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{
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it++;
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}
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}
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}
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}
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void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
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{
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cf->Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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cf->Register("Particle", []() { return new Components::Particle(); });
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}
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void Systems::ParticleSystem::SpawnParticles()
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, float spawnCount, float spreadAngle)
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{
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for(int i = 0; i < 100; i++)
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std::list<EntityID> particles;
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for(int i = 0; i < spawnCount; i++)
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{
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auto particle = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(particle, "Transform");
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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 = glm::vec3(0);
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auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
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particle->LifeTime = 4;
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ParticleData data;
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data.ParticleID = ent;
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data.TimeLived = 0;
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m_ParticleEmitter[emitterID].push_back(data);
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}
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}
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@@ -4,11 +4,17 @@
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#include "System.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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namespace Systems
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{
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struct ParticleData
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{
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EntityID ParticleID;
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double TimeLived;
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};
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class ParticleSystem : public System
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{
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@@ -21,12 +27,13 @@ public:
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Draw(double dt);
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private:
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void SpawnParticles();
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void SpawnParticles(EntityID emitterID, float spawnCount, float spreadAngle);
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std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
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double m_TimeSinceLastSpawn;
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};
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}
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#endif // ParticleSystem_h__
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#endif // !ParticleSystem_h__
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@@ -127,6 +127,7 @@
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<ClInclude Include="..\..\src\Components\FreeSteering.h" />
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<ClInclude Include="..\..\src\Components\Input.h" />
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<ClInclude Include="..\..\src\Components\Model.h" />
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<ClInclude Include="..\..\src\Components\Particle.h" />
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<ClInclude Include="..\..\src\Components\ParticleEmitter.h" />
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<ClInclude Include="..\..\src\Components\Physics.h" />
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<ClInclude Include="..\..\src\Components\PointLight.h" />
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@@ -220,6 +220,9 @@
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<ClInclude Include="..\..\src\Systems\ParticleSystem.h">
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<Filter>Particle System\Systems</Filter>
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</ClInclude>
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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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</ItemGroup>
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<ItemGroup>
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<None Include="..\..\src\Shaders\AABB.frag.glsl">
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