Linear fade added to particles
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@@ -22,12 +22,14 @@ void Systems::ParticleSystem::Update(double dt)
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double timeLived = glfwGetTime() - spawnTime;
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auto eComp = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
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if(timeLived > eComp->LifeTime)
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if(timeLived > eComp->LifeTime && m_ParticlesToEmitter[explosionID] == NULL)
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{
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auto e = m_World->GetComponent<Components::ParticleEmitter>(explosionID);
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m_World->RemoveEntity(e->ParticleTemplate);
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m_World->RemoveEntity(explosionID);
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it = m_ExplosionEmitters.erase(it);
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//LOG_INFO("Deleted explosion emitter successfully");
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LOG_INFO("Deleted explosion emitter successfully");
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//LOG_INFO("Deleted explosion emitter successfully. nr of emitters%i", m_ExplosionEmitters.size());
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}
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else
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{
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@@ -47,26 +49,34 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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{
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emitterComponent->TimeSinceLastSpawn += dt;
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auto emitterTransformComponent = m_World->GetComponent<Components::Transform>(entity);
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if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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{
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SpawnParticles(entity);
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emitterComponent->TimeSinceLastSpawn = 0;
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}
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// if(emitterComponent->TimeSinceLastSpawn > emitterComponent->SpawnFrequency)
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// {
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// SpawnParticles(entity);
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// emitterComponent->TimeSinceLastSpawn = 0;
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// }
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}
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auto particleComponent = m_World->GetComponent<Components::Particle>(entity);
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if(particleComponent)
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{
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EntityID particleID = entity;
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auto transformComponent = m_World->GetComponent<Components::Transform>(particleID);
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EntityID particleID = entity;
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double timeLived = glfwGetTime() - particleComponent->SpawnTime;
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if(timeLived > particleComponent->LifeTime)
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{
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m_World->RemoveEntity(particleID);
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m_ParticlesToEmitter.erase(particleID);
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LOG_INFO("Removed a particle: %i", particleID);
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return;
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}
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else
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{
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auto transformComponent = m_World->GetComponent<Components::Transform>(particleID);
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auto eComponent = m_World->GetComponent<Components::ParticleEmitter>(m_ParticlesToEmitter[particleID]);
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auto sprite = m_World->GetComponent<Components::Sprite>(entity);
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// FIX: calculate once
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float timeProgress = timeLived / particleComponent->LifeTime;
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// ColorInterpolation(timeProgress, particleComponent->ColorSpectrum, color);
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@@ -76,8 +86,16 @@ void Systems::ParticleSystem::UpdateEntity(double dt, EntityID entity, EntityID
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// Velocity interpolation
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if(particleComponent->VelocitySpectrum.size() > 1)
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VectorInterpolation(timeProgress, particleComponent->VelocitySpectrum, transformComponent->Velocity);
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if(particleComponent->Fade == true)
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{
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std::vector<float> spectrum;
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spectrum.push_back(1);
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spectrum.push_back(0);
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float alpha;
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ScalarInterpolation(timeProgress, spectrum, alpha);
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sprite->Color.w = alpha;
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}
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/*// Angular velocity interpolation
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if (particleComponent->AngularVelocitySpectrum.size() != 0)
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{
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@@ -123,11 +141,11 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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glm::vec3 ePosition = m_TransformSystem->AbsolutePosition(emitterID);
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glm::quat eOrientation = eTransform->Orientation;
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glm::vec3 paticleSpeed = glm::vec3(eComponent->Speed);
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for(int i = 0; i < eComponent->SpawnCount; i++)
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{
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auto ent = m_World->CloneEntity(eComponent->ParticleTemplate);
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LOG_INFO("Spawned a particle: %i", ent);
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m_ParticlesToEmitter.insert(std::make_pair(ent, emitterID));
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auto particleTransform = m_World->GetComponent<Components::Transform>(ent);
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particleTransform->Position = ePosition;
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@@ -143,6 +161,7 @@ void Systems::ParticleSystem::SpawnParticles(EntityID emitterID)
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particle->LifeTime = eComponent->LifeTime;
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particle->ScaleSpectrum = eComponent->ScaleSpectrum;
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particle->VelocitySpectrum.push_back(particleTransform->Velocity);
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particle->Fade = eComponent->Fade;
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if (eComponent->ScaleSpectrum.size() > 0)
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{
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@@ -194,23 +213,13 @@ void Systems::ParticleSystem::VectorInterpolation(double timeProgress, std::vect
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dAxisValue = glm::abs(spectrum[0].y - spectrum[1].y);
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if (spectrum[0].y > spectrum[1].y)
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dAxisValue *= -1;
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v.y = spectrum[0].y + dAxisValue * timeProgress;
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v.y = spectrum[0].y + dAxisValue * timeProgress;
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dAxisValue = glm::abs(spectrum[0].z - spectrum[1].z);
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if(spectrum[0].z > spectrum[1].z)
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dAxisValue *= -1;
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v.z = spectrum[0].z + dAxisValue * timeProgress;
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}
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// void Systems::ParticleSystem::ColorInterpolation(double timeProgress, std::vector<Color> spectrum, Color &c)
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// {
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// float dColor = glm::abs(spectrum[0].r - spectrum[1].r);
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// c.r = spectrum[0].r + dColor * timeProgress;
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// dColor = glm::abs(spectrum[0].g - spectrum[1].g);
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// c.g = spectrum[0].g + dColor * timeProgress;
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// dColor = glm::abs(spectrum[0].b - spectrum[1].b);
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// c.b = spectrum[0].b + dColor * timeProgress;
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// }
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void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vector<float> spectrum, float &alpha)
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{
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float dAlpha = glm::abs(spectrum[0] - spectrum[1]);
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@@ -221,20 +230,22 @@ void Systems::ParticleSystem::ScalarInterpolation(double timeProgress, std::vect
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bool Systems::ParticleSystem::CreateExplosion(const Events::CreateExplosion &e)
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{
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LOG_INFO("Spawning an explosion");
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auto explosion = m_World->CreateEntity();
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auto emitter = m_World->AddComponent<Components::ParticleEmitter>(explosion);
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emitter->LifeTime = e.LifeTime;
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emitter->SpawnCount = e.ParticlesToSpawn;
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emitter->Speed = e.Speed;
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emitter->SpreadAngle = e.SpreadAngle;
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emitter->ScaleSpectrum.push_back(glm::vec3(e.ParticleScale));
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emitter->SpawnFrequency = e.LifeTime + 20; //temp
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// emitter->UseGoalVelocity = true;
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emitter->Fade = true;
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// emitter->GoalVelocity = glm::vec3(0,-_speed, 0);
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m_World->CommitEntity(explosion);
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auto particleEnt = m_World->CreateEntity();
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auto templateComponent = m_World->AddComponent<Components::Template>(particleEnt);
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auto TEMP = m_World->AddComponent<Components::Transform>(particleEnt);
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = m_World->AddComponent<Components::Sprite>(particleEnt);
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spriteComponent->SpriteFile = e.spritePath;
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m_World->CommitEntity(particleEnt);
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@@ -244,6 +255,7 @@ bool Systems::ParticleSystem::CreateExplosion(const Events::CreateExplosion &e)
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transform->Position = e.Position;
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transform->Orientation = e.RelativeUpOrientation;
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LOG_INFO("Now we should spawn 1 particle!!!!!! not 2 :(");
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SpawnParticles(explosion);
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m_ExplosionEmitters[explosion] = glfwGetTime();
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