Particle system up and running, but with bugged rendering
This commit is contained in:
+46
-16
@@ -52,6 +52,8 @@
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#include "Physics/CRectangleShape.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/CWaterVolume.h"
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#include "Physics/CParticle.h"
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#include "Physics/CParticleEmitter.h"
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#include "Game/EGameStart.h"
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#include "Sound/EPlaySound.h"
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@@ -129,6 +131,8 @@ public:
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::PointLight>();
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m_World->ComponentFactory.Register<Components::WaterVolume>();
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m_World->ComponentFactory.Register<Components::Particle>();
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m_World->ComponentFactory.Register<Components::ParticleEmitter>();
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m_World->Initialize();
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@@ -165,7 +169,7 @@ public:
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pl->Radius = 20.f;
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pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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{
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@@ -176,7 +180,7 @@ public:
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pl->Radius = 15.f;
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pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
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auto model = m_World->AddComponent<Components::Model>(t_Light);
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model->ModelFile = "Core/UnitSphere.obj";
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World->CommitEntity(t_Light);
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}
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@@ -188,7 +192,7 @@ public:
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transform->Scale = glm::vec3(6.f, 6.f, 10.f);
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auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
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model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
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model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f);
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model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
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m_World->CommitEntity(t_halfPipe);
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}
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@@ -203,16 +207,44 @@ public:
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m_World->CommitEntity(background);
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}
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -0.5f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
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auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
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m_World->CommitEntity(t_waterBody);
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}
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//ParticleTest
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// {
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// auto Pe = m_World->CreateEntity();
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// auto transform = m_World->AddComponent<Components::Transform>(Pe);
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// auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
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//
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// transform->Position = glm::vec3(0.f, -5.f, -10.f);
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// particleEmitter->GravityScale = 0.0f;
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// particleEmitter->SpawnRate = 1.0f;
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//
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// {
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// auto Pt = m_World->CreateEntity(Pe);
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
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// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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//
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// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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// PtTransform->Position = transform->Position;
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// PtSprite->SpriteFile = "Textures/Ball.png";
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//
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// //PtModel->ModelFile = "Models/Brick/Brick.obj";
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// PtParticle->LifeTime = 1000.f;
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// PtParticle->Flags = ParticleFlags::Type::powderParticle;
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// }
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// m_World->CommitEntity(Pe);
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// }
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// {
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// auto Pt = m_World->CreateEntity();
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// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
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// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
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//
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// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
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// PtSprite->SpriteFile = "Textures/Ball.png";
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// }
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//Water test
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{
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auto t_waterBody = m_World->CreateEntity();
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@@ -371,7 +403,7 @@ public:
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// Swap event queues to get fresh input data in the read queue
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//m_EventBroker->Swap();
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ResourceManager::Update();
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//ResourceManager::Update();
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if (m_GameIsRunning) {
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m_World->Update(dt);
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}
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@@ -460,7 +492,6 @@ public:
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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@@ -483,7 +514,6 @@ public:
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
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}
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}
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}
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//TODO: Get this out of engine.h
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Executable
+65
@@ -0,0 +1,65 @@
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#ifndef COMPONENTS_PARTICLE_H__
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#define COMPONENTS_PARTICLE_H__
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#include "Core/Component.h"
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namespace dd {
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namespace ParticleFlags {
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enum Type {
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waterParticle = 0,
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zombieParticle = 1 << 1,
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wallParticle = 1 << 2,
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springParticle = 1 << 3,
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elasticParticle = 1 << 4,
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viscousParticle = 1 << 5,
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powderParticle = 1 << 6,
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tensileParticle = 1 << 7,
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colorMixingParticle = 1 << 8,
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destructionListenerParticle = 1 << 9,
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barrierParticle = 1 << 10,
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staticPressureParticle = 1 << 11,
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reactiveParticle = 1 << 12,
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repulsiveParticle = 1 << 13,
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fixtureContactListenerParticle = 1 << 14,
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particleContactListenerParticle = 1 << 15,
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fixtureContactFilterParticle = 1 << 16,
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particleContactFilterParticle = 1 << 17
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};
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}
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namespace Components
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{
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struct Particle : public Component
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{
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float Radius = 0.5f;
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float LifeTime = 5.0f;
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ParticleFlags::Type Flags =
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ParticleFlags::Type::waterParticle |
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ParticleFlags::Type::zombieParticle |
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ParticleFlags::Type::wallParticle |
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ParticleFlags::Type::springParticle |
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ParticleFlags::Type::elasticParticle |
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ParticleFlags::Type::viscousParticle |
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ParticleFlags::Type::powderParticle |
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ParticleFlags::Type::tensileParticle |
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ParticleFlags::Type::colorMixingParticle |
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ParticleFlags::Type::destructionListenerParticle |
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ParticleFlags::Type::barrierParticle |
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ParticleFlags::Type::staticPressureParticle |
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ParticleFlags::Type::reactiveParticle |
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ParticleFlags::Type::repulsiveParticle |
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ParticleFlags::Type::fixtureContactListenerParticle |
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ParticleFlags::Type::particleContactListenerParticle |
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ParticleFlags::Type::fixtureContactFilterParticle |
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ParticleFlags::Type::particleContactFilterParticle;
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};
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}
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}
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#endif
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Executable
+25
@@ -0,0 +1,25 @@
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#ifndef COMPONENTS_PARTICLEEMITTER_H__
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#define COMPONENTS_PARTICLEEMITTER_H__
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#include "Core/Component.h"
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namespace dd
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{
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namespace Components
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{
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struct ParticleEmitter : public Component
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{
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int Amount = 10.f;
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float InitialSpeed = 1.f;
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double SpawnRate = 1.f;
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double TimeSinceLastSpawn = 0;
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//ParticleSystem variables
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float GravityScale = 1.0f;
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};
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}
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}
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#endif
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@@ -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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@@ -66,18 +69,29 @@ private:
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std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
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void CreateBody(EntityID entity);
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void CreateParticleSystem(float radius);
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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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@@ -312,7 +312,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
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void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
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{
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// Pass #1: Fill G-buffers
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glDisable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDepthMask(GL_TRUE);
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glEnable(GL_DEPTH_TEST);
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@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
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glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
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glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
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glActiveTexture(GL_TEXTURE1);
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@@ -30,9 +30,8 @@ void dd::Systems::PhysicsSystem::Initialize()
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void dd::Systems::PhysicsSystem::InitializeWater()
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{
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float radius = 0.13f;
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CreateParticleSystem(radius);
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float gravityScale = 1.0f;
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CreateParticleSystem(radius, gravityScale);
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}
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bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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@@ -58,24 +57,22 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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return true;
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}
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void dd::Systems::PhysicsSystem::Update(double dt)
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{
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void dd::Systems::PhysicsSystem::Update(double dt) {
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m_Accumulator += dt;
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while(m_Accumulator >= m_TimeStep)
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{
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while (m_Accumulator >= m_TimeStep) {
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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b2Body *body = i.second;
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if (! transformComponent) {
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if (!transformComponent) {
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continue;
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LOG_ERROR("RigidBody with no TransformComponent");
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}
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if (! physicsComponent) {
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if (!physicsComponent) {
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continue;
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LOG_ERROR("RigidBody with no PhysicsComponent");
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}
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@@ -102,19 +99,19 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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}
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}
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UpdateParticleEmitters(dt);
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for (auto i : m_Impulses) {
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i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
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}
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m_Impulses.clear();
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m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
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for (auto i : m_EntitiesToBodies) {
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EntityID entity = i.first;
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b2Body* body = i.second;
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b2Body *body = i.second;
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if (body == nullptr) {
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LOG_ERROR("This body should not exist");
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@@ -122,15 +119,17 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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}
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
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if (! transformComponent)
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if (!transformComponent)
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continue;
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auto parent = m_World->GetEntityParent(entity);
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if (parent == 0) {
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auto parent = m_World->GetEntityParent(entity);
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if (parent == 0) {
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
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transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
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transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
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transformComponent->Position.x =
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transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
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transformComponent->Position.y =
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transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
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}
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else {
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b2Vec2 position = body->GetPosition();
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@@ -138,36 +137,42 @@ void dd::Systems::PhysicsSystem::Update(double dt)
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transformComponent->Position.y = position.y;
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float angle = body->GetAngle();
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
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transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
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b2Vec2 velocity = body->GetLinearVelocity();
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transformComponent->Velocity.x = velocity.x;
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transformComponent->Velocity.y = velocity.y;
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}
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}
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}
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b2Vec2* positionBuffer = m_ParticleSystem[0]->GetPositionBuffer();
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for (auto i : m_EntitiesToParticleHandle) {
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EntityID entity = i.first;
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b2ParticleHandle* particleH = i.second;
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for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
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b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
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for (auto i : m_EntitiesToParticleHandle[e]){
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EntityID entity = i.first;
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b2ParticleHandle *particleH = i.second;
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b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
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glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
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b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
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glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
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EntityID entityParent = m_World->GetEntityParent(entity);
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glm::vec3 parentTransform = glm::vec3(0.f);
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if(entityParent) {
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auto tp = m_World->GetComponent<Components::Transform>(entityParent);
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parentTransform = tp->Position;
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}
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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EntityID entityParent = m_World->GetEntityParent(entity);
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
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transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
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transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position;
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}
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}
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}
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m_Accumulator -= dt;
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}
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}
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void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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@@ -177,15 +182,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
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{
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
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auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
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if (physicsComponent && waterComponent) {
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LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
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return;
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}
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if (physicsComponent && particleEmitterComponent) {
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LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
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return;
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}
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if (physicsComponent) {
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CreateBody(entity);
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} else if (waterComponent) {
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CreateParticleGroup(entity);
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} else if (particleEmitterComponent) {
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CreateParticleEmitter(entity);
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}
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}
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@@ -208,7 +221,6 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
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}
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void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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||||
{
|
||||
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
|
||||
@@ -292,41 +304,128 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
|
||||
auto transform = m_World->GetComponent<Components::Transform>(e);
|
||||
if (!transform) {
|
||||
LOG_ERROR("No Transform component in CreateParticleGroup");
|
||||
return;
|
||||
}
|
||||
|
||||
b2ParticleGroupDef pd;
|
||||
b2PolygonShape shape;
|
||||
//TODO: FIX SO IT CAN NOTICE WHAT PARTICLE SYSTEM IS WATER! [0] IS A FUCKING BULLSHIT FIX.
|
||||
auto water = m_World->GetComponent<Components::WaterVolume>(e);
|
||||
if (water) {
|
||||
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
|
||||
pd.shape = &shape;
|
||||
pd.flags = b2_tensileParticle;
|
||||
pd.position.Set(transform->Position.x, transform->Position.y);
|
||||
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
|
||||
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
|
||||
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
|
||||
{
|
||||
auto t_waterparticle = m_World->CreateEntity(e);
|
||||
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
|
||||
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
|
||||
transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
|
||||
m_World->CommitEntity(t_waterparticle);
|
||||
|
||||
m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
|
||||
m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleSystem(float radius)
|
||||
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
|
||||
{
|
||||
for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
|
||||
auto e = m_ParticleEmitters.ParticleEmitter[i];
|
||||
auto pt = m_ParticleEmitters.ParticleTemplate[i];
|
||||
auto ps = m_ParticleEmitters.ParticleSystem[i];
|
||||
|
||||
|
||||
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
|
||||
emitter->TimeSinceLastSpawn += dt;
|
||||
if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
|
||||
continue;
|
||||
}
|
||||
emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
|
||||
auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
|
||||
|
||||
b2ParticleDef particleDef;
|
||||
particleDef.flags = particleTemplate->Flags;
|
||||
//particleDef.color TODO: Implement this if we want color mixing and shit.
|
||||
particleDef.lifetime = particleTemplate->LifeTime;
|
||||
particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
|
||||
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
|
||||
|
||||
auto particle = m_World->CloneEntity(pt, 0);
|
||||
m_World->RemoveComponent<Components::Template>(particle);
|
||||
|
||||
auto b2Particle = ps->CreateParticle(particleDef);
|
||||
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
|
||||
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
|
||||
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
|
||||
|
||||
//TODO: Ta bort detta
|
||||
int particles = 0;
|
||||
for (auto i : m_EntitiesToParticleHandle)
|
||||
{
|
||||
particles += i.size();
|
||||
}
|
||||
LOG_INFO("--I have %i particles.", particles);
|
||||
}
|
||||
}
|
||||
|
||||
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
|
||||
{
|
||||
auto childEntities = m_World->GetEntityChildren(entity);
|
||||
if (childEntities.empty()) {
|
||||
LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
|
||||
return;
|
||||
}
|
||||
int pf = 0;
|
||||
dd::Components::Particle* particle;
|
||||
EntityID childEntity;
|
||||
for ( auto c : childEntities ) {
|
||||
auto p = m_World->GetComponent<Components::Particle>(c);
|
||||
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
|
||||
if (!p) {
|
||||
continue;
|
||||
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
|
||||
}
|
||||
if(!particleTemplate) {
|
||||
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
|
||||
continue;
|
||||
}
|
||||
if (pf != 0) {
|
||||
LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
|
||||
break;
|
||||
}
|
||||
childEntity = c;
|
||||
particle = p;
|
||||
pf++;
|
||||
}
|
||||
//TODO: Skicka med fler flaggor till particlesystemet;
|
||||
m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
|
||||
m_ParticleEmitters.ParticleEmitter.push_back(entity);
|
||||
m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
|
||||
}
|
||||
|
||||
|
||||
b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
|
||||
{
|
||||
std::unordered_map<EntityID, const b2ParticleHandle*> m1;
|
||||
std::unordered_map<const b2ParticleHandle*, EntityID> m2;
|
||||
m_EntitiesToParticleHandle.push_back(m1);
|
||||
m_ParticleHandleToEntities.push_back(m2);
|
||||
|
||||
b2ParticleSystemDef m_ParticleSystemDef;
|
||||
m_ParticleSystemDef.radius = radius;
|
||||
m_ParticleSystemDef.gravityScale = gravityScale;
|
||||
|
||||
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
|
||||
|
||||
return m_ParticleSystem.back();
|
||||
}
|
||||
|
||||
dd::Systems::PhysicsSystem::~PhysicsSystem()
|
||||
|
||||
Reference in New Issue
Block a user