Merged
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Regular → Executable
+20
-5
@@ -18,6 +18,9 @@
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#include "Physics/CWaterVolume.h"
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#include "Game/CBall.h"
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#include "Rendering/CSprite.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Core/CTemplate.h"
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namespace dd
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@@ -67,16 +70,28 @@ private:
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void CreateBody(EntityID entity);
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b2ParticleSystem *m_ParticleSystem;
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b2ParticleGroup* t_watergroup;
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std::vector<b2ParticleSystem*> m_ParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
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std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
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std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
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std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
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b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
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void InitializeWater();
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void SyncWater(); //TODO: Probably remove this
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void CreateParticleGroup(EntityID entity);
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void CreateParticleEmitter(EntityID entity);
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void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
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//TODO: Fill struct with info needed.
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struct ParticleEmitter
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{
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std::vector<b2ParticleSystem*> ParticleSystem;
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std::vector<EntityID> ParticleEmitter;
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std::vector<EntityID> ParticleTemplate;
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};
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ParticleEmitter m_ParticleEmitters;
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//TODO: Struct med listor är bättre än en lista med structs
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struct Impulse
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{
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b2Body* Body;
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