Shots fired! ( ゚Д゚)
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+33
-31
@@ -221,7 +221,7 @@ void GameWorld::Initialize()
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auto tank = CreateEntity();
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auto transform = AddComponent<Components::Transform>(tank, "Transform");
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transform->Position = glm::vec3(0, 5, 0);
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transform->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(0, 1, 0));
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//transform->Orientation = glm::angleAxis(0.f, glm::vec3(0, 1, 0));
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auto physics = AddComponent<Components::Physics>(tank, "Physics");
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physics->Mass = 45000;
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physics->Static = false;
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@@ -260,7 +260,7 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/Tank/Fix/Top.obj";
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auto towerSteering = AddComponent<Components::TowerSteering>(tower, "TowerSteering");
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towerSteering->Axis = glm::vec3(0.f, 1.f, 0.f);
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towerSteering->Velocity = glm::pi<float>()/4.f;
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towerSteering->TurnSpeed = glm::pi<float>()/4.f;
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{
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auto barrel = CreateEntity(tower);
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auto transform = AddComponent<Components::Transform>(barrel, "Transform");
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@@ -269,21 +269,23 @@ void GameWorld::Initialize()
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model->ModelFile = "Models/Tank/Fix/Barrel.obj";
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auto barrelSteering = AddComponent<Components::BarrelSteering>(barrel, "BarrelSteering");
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barrelSteering->Axis = glm::vec3(1.f, 0.f, 0.f);
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barrelSteering->Velocity = glm::pi<float>()/4.f;
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barrelSteering->TurnSpeed = glm::pi<float>()/4.f;
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barrelSteering->ShotSpeed = 70.f;
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{
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auto shot = CreateEntity(barrel);
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auto transform = AddComponent<Components::Transform>(shot, "Transform");
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transform->Position = glm::vec3(0.35f, 1.f, -2.f);
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auto shotComponent = AddComponent<Components::Shot>(shot, "Shot");
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shotComponent->Speed = 5;
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transform->Position = glm::vec3(0.35f, 0.f, -2.f);
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transform->Orientation = glm::angleAxis(-glm::pi<float>()/2.f, glm::vec3(1, 0, 0));
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transform->Scale = glm::vec3(3.f);
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AddComponent(shot, "Template");
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auto physics = AddComponent<Components::Physics>(shot, "Physics");
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physics->Mass = 10.f;
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physics->Static = false;
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auto modelComponent = AddComponent<Components::Model>(shot, "Model");
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modelComponent->ModelFile = "Models/Placeholders/PhysicsTest/Cube.obj";
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modelComponent->ModelFile = "Models/Placeholders/rocket/Rocket.obj";
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{
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auto shape = CreateEntity(tank);
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auto shape = CreateEntity(shot);
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auto transform = AddComponent<Components::Transform>(shape, "Transform");
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auto boxShape = AddComponent<Components::BoxShape>(shape, "BoxShape");
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boxShape->Width = 0.5f;
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@@ -501,7 +503,7 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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/*auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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@@ -523,7 +525,7 @@ void GameWorld::Initialize()
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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CommitEntity(particleEntity);*/
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}
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{
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@@ -585,29 +587,29 @@ void GameWorld::Initialize()
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}
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CommitEntity(wheel);
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auto entity = CreateEntity(tank);
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auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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transformComponent->Scale = glm::vec3(3,3,3);
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transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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emitterComponent->SpawnCount = 2;
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emitterComponent->SpawnFrequency = 0.005;
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emitterComponent->SpreadAngle = glm::pi<float>();
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emitterComponent->UseGoalVelocity = false;
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emitterComponent->LifeTime = 0.5;
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//emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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CommitEntity(entity);
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//auto entity = CreateEntity(tank);
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//auto transformComponent = AddComponent<Components::Transform>(entity, "Transform");
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//transformComponent->Position = glm::vec3(-2,-1.7,2.0);
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//transformComponent->Scale = glm::vec3(3,3,3);
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//transformComponent->Orientation = glm::angleAxis(glm::pi<float>()/2, glm::vec3(1,0,0));
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//auto emitterComponent = AddComponent<Components::ParticleEmitter>(entity, "ParticleEmitter");
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//emitterComponent->SpawnCount = 2;
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//emitterComponent->SpawnFrequency = 0.005;
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//emitterComponent->SpreadAngle = glm::pi<float>();
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//emitterComponent->UseGoalVelocity = false;
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//emitterComponent->LifeTime = 0.5;
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////emitterComponent->AngularVelocitySpectrum.push_back(glm::pi<float>() / 100);
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//emitterComponent->ScaleSpectrum.push_back(glm::vec3(0.05));
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//CommitEntity(entity);
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auto particleEntity = CreateEntity(entity);
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auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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TEMP->Scale = glm::vec3(0);
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auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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emitterComponent->ParticleTemplate = particleEntity;
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//auto particleEntity = CreateEntity(entity);
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//auto TEMP = AddComponent<Components::Transform>(particleEntity, "Transform");
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//TEMP->Scale = glm::vec3(0);
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//auto spriteComponent = AddComponent<Components::Sprite>(particleEntity, "Sprite");
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//spriteComponent->SpriteFile = "Models/Textures/Sprites/Dust.png";
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//emitterComponent->ParticleTemplate = particleEntity;
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CommitEntity(particleEntity);
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//CommitEntity(particleEntity);
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}
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CommitEntity(tank);
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