Merge remote-tracking branch 'origin/deffered_rendering'

This commit is contained in:
2014-06-04 17:14:34 +02:00
5 changed files with 34 additions and 35 deletions
+6 -6
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@@ -18,12 +18,12 @@ bool Systems::DamageSystem::OnDamage( const Events::Damage &event )
return false;
auto health = m_World->GetComponent<Components::Health>(event.Entity);
health->Amount -= event.Amount;
if(health->Amount <= 0)
{
Events::OnDead e;
e.Entity = event.Entity;
EventBroker->Publish(e);
}
//if(health->Amount <= 0)
//{
// Events::OnDead e;
// e.Entity = event.Entity;
// EventBroker->Publish(e);
//}
LOG_INFO("Damaged entity %i, Health left: %f", event.Entity, health->Amount);
return true;
}
+16 -17
View File
@@ -25,30 +25,29 @@ bool Systems::WallSystem::Damage( const Events::Damage &event )
{
return false;
}
LOG_INFO("You are dead");
auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
LOG_INFO("Entity %i is dead", event.Entity);
//auto transformComponent = m_World->GetComponent<Components::Transform>(event.Entity);
Components::Transform transformComponent = m_World->GetSystem<Systems::TransformSystem>()->AbsoluteTransform(event.Entity);
for(auto d : wallComponent->Walldebris)
{
auto debris = m_World->CloneEntity(d);
auto transform = m_World->GetComponent<Components::Transform>(debris);
transform->Position += transformComponent->Position;
// DO STUFF! :D
float distance = glm::distance(transform->Position, transformComponent->Position);
float radius = 5.f;
float strength = (1.f - pow(distance / radius, 2)) * 500.f;
glm::vec3 direction = glm::normalize(transformComponent->Position - transform->Position);
Events::ApplyPointImpulse e;
e.Entity = debris;
e.Impulse = direction * strength;
e.Position = transformComponent->Position;
EventBroker->Publish(e);
transform->Orientation = transform->Orientation * transformComponent.Orientation;
transform->Position = transform->Orientation * transform->Position + transformComponent.Position;
//DO STUFF! :D
float distance = glm::distance(transform->Position, transformComponent.Position);
float radius = 5.f;
float strength = (1.f - pow(distance / radius, 2)) * 20.f;
glm::vec3 direction = glm::normalize(transformComponent.Position - transform->Position);
Events::ApplyPointImpulse e;
e.Entity = debris;
e.Impulse = direction * strength;
e.Position = transformComponent.Position;
EventBroker->Publish(e);
}
m_World->RemoveEntity(event.Entity);
+1
View File
@@ -3,6 +3,7 @@
#include "System.h"
#include "Systems/TransformSystem.h"
#include "Events/OnDead.h"
#include "Events/Damage.h"
#include "Events/ApplyPointImpulse.h"