Added models and temporary "fly everywhere" direction to particles
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@@ -3,8 +3,6 @@
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#include "System.h"
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#include "System.h"
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#include "Component.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 "Color.h"
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#include <vector>
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#include <vector>
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+2
-2
@@ -98,9 +98,9 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(0);
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transform->Position = glm::vec3(0);
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auto emitter = AddComponent<Components::ParticleEmitter>(ent, "ParticleEmitter");
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auto emitter = AddComponent<Components::ParticleEmitter>(ent, "ParticleEmitter");
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emitter->LifeTime = 4;
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emitter->LifeTime = 4;
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emitter->SpawnCount = 3;
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emitter->SpawnCount = 1;
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emitter->SpreadAngle = 35;
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emitter->SpreadAngle = 35;
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emitter->SpawnFrequency = 0.01;
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emitter->SpawnFrequency = 0.05;
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//emitter->
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//emitter->
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}
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}
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}
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}
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@@ -25,31 +25,37 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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{
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{
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if(m_TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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if(m_TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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{
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{
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if(m_ParticleEmitter[entity].size() < 100)
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//if(m_ParticleEmitter[entity].size() < 100) // TEMP
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{
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{
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SpawnParticles(entity, emitterComponent->SpawnCount, emitterComponent->SpreadAngle);
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SpawnParticles(entity, emitterComponent->SpawnCount, emitterComponent->SpreadAngle);
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m_TimeSinceLastSpawn = 0;
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m_TimeSinceLastSpawn = 0;
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}
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}
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std::cout<<"Particle count: "<<m_ParticleEmitter[entity].size()<<std::endl;
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//std::cout<<"Particle count: "<<m_ParticleEmitter[entity].size()<<std::endl; // TEMP
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}
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}
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std::list<ParticleData>::iterator it;
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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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for(it = m_ParticleEmitter[entity].begin(); it != m_ParticleEmitter[entity].end(); it++)
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{
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{
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auto particleComponent = m_World->GetComponent<Components::Particle>(it->ParticleID, "Particle");
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EntityID particleID = it->ParticleID;
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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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double timeLived = glfwGetTime() - it->SpawnTime;
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if(timeLived > particleComponent->LifeTime)
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if(timeLived > particleComponent->LifeTime)
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{
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{
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m_ParticleEmitter[entity].erase(it);
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m_ParticleEmitter[entity].erase(it);
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std::cout<<"Removed dead particle..."<<std::endl;
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//std::cout<<"Removed dead particle..."<<std::endl; // TEMP
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break;
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break;
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}
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}
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else
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/*else
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{
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{
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it++;
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it++;
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}
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}*/
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auto transformComponent = m_World->GetComponent<Components::Transform>(particleID, "Transform");
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float speed = 10 * dt;
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transformComponent->Position.x += it->Direction.x * speed;
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transformComponent->Position.y += it->Direction.y * speed;
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transformComponent->Position.z += it->Direction.z * speed;
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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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// 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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/*// How big fraction the color is multiplied with
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@@ -90,24 +96,30 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, float spawnCoun
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auto ent = m_World->CreateEntity();
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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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auto transform = m_World->AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0);
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transform->Position = glm::vec3(0, 20, 0);
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transform->Scale = glm::vec3(1, 1, 0);
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auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
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auto particle = m_World->AddComponent<Components::Particle>(ent, "Particle");
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particle->LifeTime = 4;
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particle->LifeTime = 4;
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Color startColor = {.4f, .45f, .2f};
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/*Color startColor = {.4f, .45f, .2f};
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particle->ColorSpectrum.push_back(startColor);
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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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Color endColor = {0.f, 45.f, 23.f};
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particle->ColorSpectrum.push_back(endColor);
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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(1);
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particle->ScaleSpectrum.push_back(30);
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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, -.2, 0));
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particle->VelocitySpectrum.push_back(glm::vec3(0, -3, 0));
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particle->VelocitySpectrum.push_back(glm::vec3(0, -3, 0));*/
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auto model = m_World->AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
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ParticleData data;
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ParticleData data;
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data.ParticleID = ent;
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data.ParticleID = ent;
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data.SpawnTime = glfwGetTime();
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data.SpawnTime = glfwGetTime();
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data.color = particle->ColorSpectrum[0];
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// data.color = particle->ColorSpectrum[0];
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data.Scale = particle->ScaleSpectrum[0];
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// data.Scale = particle->ScaleSpectrum[0];
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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);
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data.Direction = glm::normalize(data.Direction);
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m_ParticleEmitter[emitterID].push_back(data);
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m_ParticleEmitter[emitterID].push_back(data);
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}
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}
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@@ -5,6 +5,7 @@
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#include "Components/Transform.h"
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#include "Components/Transform.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/Particle.h"
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#include "Components/Particle.h"
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#include "Components/Model.h"
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#include "Color.h"
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#include "Color.h"
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#include <GLFW/glfw3.h>
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#include <GLFW/glfw3.h>
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@@ -18,6 +19,7 @@ namespace Systems
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float Scale;
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float Scale;
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Color color;
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Color color;
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glm::vec3 Velocity;
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glm::vec3 Velocity;
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glm::vec3 Direction;
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};
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};
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class ParticleSystem : public System
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class ParticleSystem : public System
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