Implemented Spawn and Remove function for particles. Also added a Particle component.

This commit is contained in:
Stiffly
2014-04-22 16:52:14 +02:00
parent 2efb5405eb
commit 55221cca12
7 changed files with 82 additions and 18 deletions
+24
View File
@@ -0,0 +1,24 @@
#ifndef Components_Particle_h__
#define Components_Particle_h__
#include "System.h"
#include "Component.h"
#include "Components/Transform.h"
#include "Components/ParticleEmitter.h"
#include "Color.h"
#include <vector>
namespace Components
{
struct Particle : Component
{
std::vector<Color> ColorSpectrum;
std::vector<float> ScaleSpectrum;
double LifeTime;
std::vector<glm::vec3> VelocitySpectrum;
std::vector<glm::vec3> AngularVelocitySpectrum;
};
}
#endif // !Components_Particle_h__
+4 -7
View File
@@ -1,10 +1,7 @@
#ifndef Components_ParticleEmitter_h__
#define Components_ParticleEmitter_h__
#include "System.h"
#include "Component.h"
#include "Components/Transform.h"
#include "Components/ParticleEmitter.h"
#include "Color.h"
#include <vector>
@@ -13,15 +10,15 @@ namespace Components
struct ParticleEmitter : Component
{
int ParticleTemplate;
EntityID ParticleTemplate;
float SpawnFrequency;
int SpawnCount;
std::vector<Color> ColorSpectrum;
std::vector<float> ScaleSpectrum;
float SpreadAngle;
float LifeTime;
std::vector<float[3]> VelocitySpectrum;
std::vector<float[3]> AngularVelocitySpectrum;
double LifeTime;
std::vector<glm::vec3> VelocitySpectrum;
std::vector<glm::vec3> AngularVelocitySpectrum;
};
}
+1
View File
@@ -20,6 +20,7 @@
#include "Components/Input.h"
#include "Components/Model.h"
#include "Components/ParticleEmitter.h"
#include "Components/Particle.h"
#include "Components/PointLight.h"
#include "Components/SoundEmitter.h"
#include "Components/Sprite.h"
+39 -8
View File
@@ -3,9 +3,10 @@
#include "World.h"
void Systems::ParticleSystem::Update(double dt)
{
m_TimeSinceLastSpawn += dt;
}
void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
@@ -13,26 +14,56 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if(!transformComponent)
return;
auto emitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
if(emitterComponent)
{
if(m_TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
{
SpawnParticles(entity, emitterComponent->SpawnCount, emitterComponent->SpreadAngle);
m_TimeSinceLastSpawn = 0;
}
std::list<ParticleData>::iterator it;
for(it = m_ParticleEmitter[entity].begin(); it == m_ParticleEmitter[entity].end();)
{
it->TimeLived += dt;
auto particleComponent = m_World->GetComponent<Components::Particle>(it->ParticleID, "Particle");
if(it->TimeLived > particleComponent->LifeTime)
{
m_ParticleEmitter[entity].erase(it);
break;
}
else
{
it++;
}
}
}
}
void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
cf->Register("Particle", []() { return new Components::Particle(); });
}
void Systems::ParticleSystem::SpawnParticles()
void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, float spawnCount, float spreadAngle)
{
for(int i = 0; i < 100; i++)
std::list<EntityID> particles;
for(int i = 0; i < spawnCount; i++)
{
auto particle = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(particle, "Transform");
auto ent = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0);
auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
particle->LifeTime = 4;
ParticleData data;
data.ParticleID = ent;
data.TimeLived = 0;
m_ParticleEmitter[emitterID].push_back(data);
}
}
+10 -3
View File
@@ -4,11 +4,17 @@
#include "System.h"
#include "Components/Transform.h"
#include "Components/ParticleEmitter.h"
#include "Components/Particle.h"
namespace Systems
{
struct ParticleData
{
EntityID ParticleID;
double TimeLived;
};
class ParticleSystem : public System
{
@@ -21,12 +27,13 @@ public:
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
void Draw(double dt);
private:
void SpawnParticles();
void SpawnParticles(EntityID emitterID, float spawnCount, float spreadAngle);
std::map<EntityID, std::list<ParticleData>> m_ParticleEmitter;
double m_TimeSinceLastSpawn;
};
}
#endif // ParticleSystem_h__
#endif // !ParticleSystem_h__
+1
View File
@@ -127,6 +127,7 @@
<ClInclude Include="..\..\src\Components\FreeSteering.h" />
<ClInclude Include="..\..\src\Components\Input.h" />
<ClInclude Include="..\..\src\Components\Model.h" />
<ClInclude Include="..\..\src\Components\Particle.h" />
<ClInclude Include="..\..\src\Components\ParticleEmitter.h" />
<ClInclude Include="..\..\src\Components\Physics.h" />
<ClInclude Include="..\..\src\Components\PointLight.h" />
@@ -220,6 +220,9 @@
<ClInclude Include="..\..\src\Systems\ParticleSystem.h">
<Filter>Particle System\Systems</Filter>
</ClInclude>
<ClInclude Include="..\..\src\Components\Particle.h">
<Filter>Particle System\Components</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\Shaders\AABB.frag.glsl">