BUG FIX: Iterator not increased incorrectly -> No longer a particle stuck in emitter.
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@@ -28,14 +28,21 @@ 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(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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{
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SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle);
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SpawnParticles(entity, transformComponent->Position, emitterComponent->SpawnCount, emitterComponent->SpreadAngle, emitterComponent->LifeTime);
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emitterComponent->TimeSinceLastSpawn = 0;
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}
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std::cout<<"Number of particles in list for emitter "<<entity<<": "<<m_ParticleEmitter[entity].size()<<std::endl;
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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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EntityID particleID = it->ParticleID;
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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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float speed = 20 * dt;
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//ERROR: Direction seems to be 0 for first particle in the list...
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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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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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@@ -43,8 +50,6 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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m_World->RemoveEntity(particleID);
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m_ParticleEmitter[entity].erase(it);
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//std::cout<<"Removed dead particle..."<<std::endl; // TEMP
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break;
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}
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else
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@@ -52,11 +57,7 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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it++;
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}
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auto transformComponent = m_World->GetComponent<Components::Transform>(particleID, "Transform");
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float speed = 20 * 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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@@ -91,7 +92,7 @@ void Systems::ParticleSystem::RegisterComponents(ComponentFactory* cf)
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cf->Register("Particle", []() { return new Components::Particle(); });
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}
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle)
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void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos, float spawnCount, float spreadAngle, double lifeTime)
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{
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for(int i = 0; i < spawnCount; i++)
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{
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@@ -104,7 +105,7 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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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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particle->LifeTime = 4;
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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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@@ -117,6 +118,15 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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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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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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@@ -130,17 +140,10 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID, glm::vec3 pos,
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data.SpawnTime = glfwGetTime();
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// data.color = particle->ColorSpectrum[0];
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// data.Scale = particle->ScaleSpectrum[0];
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//Random between [-1,1] on every axis
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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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}
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}
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// void Systems::ParticleSystem::Draw(double dt)
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// {
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//
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// }
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