Particle system up and running, but with bugged rendering
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+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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