Particle system up and running, but with bugged rendering

This commit is contained in:
tleety
2015-10-01 14:14:51 +02:00
parent 2491dd8b74
commit 52dec86925
6 changed files with 306 additions and 72 deletions
+18 -4
View File
@@ -18,6 +18,9 @@
#include "Physics/CWaterVolume.h"
#include "Game/CBall.h"
#include "Rendering/CSprite.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Core/CTemplate.h"
namespace dd
@@ -66,18 +69,29 @@ private:
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity);
void CreateParticleSystem(float radius);
std::vector<b2ParticleSystem*> m_ParticleSystem;
std::vector<b2ParticleGroup*> t_ParticleGroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities;
std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
void InitializeWater();
void SyncWater(); //TODO: Probably remove this
void CreateParticleGroup(EntityID entity);
void CreateParticleEmitter(EntityID entity);
void UpdateParticleEmitters(double dt); //TODO: Remove them and particles if needed.
//TODO: Fill struct with info needed.
struct ParticleEmitter
{
std::vector<b2ParticleSystem*> ParticleSystem;
std::vector<EntityID> ParticleEmitter;
std::vector<EntityID> ParticleTemplate;
};
ParticleEmitter m_ParticleEmitters;
//TODO: Struct med listor är bättre än en lista med structs
struct Impulse
{
b2Body* Body;