Particle system up and running, but with bugged rendering
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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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{
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auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
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@@ -292,41 +304,128 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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auto transform = m_World->GetComponent<Components::Transform>(e);
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if (!transform) {
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LOG_ERROR("No Transform component in CreateParticleGroup");
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return;
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}
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b2ParticleGroupDef pd;
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b2PolygonShape shape;
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//TODO: FIX SO IT CAN NOTICE WHAT PARTICLE SYSTEM IS WATER! [0] IS A FUCKING BULLSHIT FIX.
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auto water = m_World->GetComponent<Components::WaterVolume>(e);
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if (water) {
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shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
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pd.shape = &shape;
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pd.flags = b2_tensileParticle;
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pd.position.Set(transform->Position.x, transform->Position.y);
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t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
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b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
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for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
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{
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auto t_waterparticle = m_World->CreateEntity(e);
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auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
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shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
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pd.shape = &shape;
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pd.flags = b2_tensileParticle;
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pd.position.Set(transform->Position.x, transform->Position.y);
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t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
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b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
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for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
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{
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auto t_waterparticle = m_World->CreateEntity(e);
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auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle);
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transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
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transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
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m_World->CommitEntity(t_waterparticle);
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transformChild->Position = glm::vec3(t_ParticlePositions[i].x - transform->Position.x, t_ParticlePositions[i].y - transform->Position.y, -9.5f);
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transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
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m_World->CommitEntity(t_waterparticle);
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m_EntitiesToParticleHandle[0].insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
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m_ParticleHandleToEntities[0].insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
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}
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m_EntitiesToParticleHandle.insert(std::make_pair(t_waterparticle, m_ParticleSystem[0]->GetParticleHandleFromIndex(i)));
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m_ParticleHandleToEntities.insert(std::make_pair( m_ParticleSystem[0]->GetParticleHandleFromIndex(i), t_waterparticle));
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}
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}
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}
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void dd::Systems::PhysicsSystem::CreateParticleSystem(float radius)
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void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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{
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for (int i = 0; i < m_ParticleEmitters.ParticleSystem.size(); i++) {
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auto e = m_ParticleEmitters.ParticleEmitter[i];
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auto pt = m_ParticleEmitters.ParticleTemplate[i];
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auto ps = m_ParticleEmitters.ParticleSystem[i];
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auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
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auto particleTemplate = m_World->GetComponent<Components::Particle>(pt);
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emitter->TimeSinceLastSpawn += dt;
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if(emitter->TimeSinceLastSpawn < emitter->SpawnRate) {
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continue;
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}
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emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
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auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
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b2ParticleDef particleDef;
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particleDef.flags = particleTemplate->Flags;
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//particleDef.color TODO: Implement this if we want color mixing and shit.
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particleDef.lifetime = particleTemplate->LifeTime;
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particleDef.velocity = b2Vec2(templateTransform->Velocity.x, templateTransform->Velocity.y);
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particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
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auto particle = m_World->CloneEntity(pt, 0);
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m_World->RemoveComponent<Components::Template>(particle);
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auto b2Particle = ps->CreateParticle(particleDef);
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auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
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m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
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m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
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//TODO: Ta bort detta
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int particles = 0;
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for (auto i : m_EntitiesToParticleHandle)
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{
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particles += i.size();
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}
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LOG_INFO("--I have %i particles.", particles);
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}
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}
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void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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{
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auto childEntities = m_World->GetEntityChildren(entity);
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if (childEntities.empty()) {
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LOG_ERROR("Particle Emitter does not have any child. Please adopt one or this will not work.");
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return;
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}
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int pf = 0;
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dd::Components::Particle* particle;
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EntityID childEntity;
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for ( auto c : childEntities ) {
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auto p = m_World->GetComponent<Components::Particle>(c);
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auto particleTemplate = m_World->GetComponent<Components::Template>(c);
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if (!p) {
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continue;
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LOG_WARNING("--ParticleEmitter's Child is not a particle.");
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}
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if(!particleTemplate) {
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LOG_ERROR("ParticleEmitter's particleChild is not a template.");
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continue;
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}
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if (pf != 0) {
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LOG_WARNING("ParticleEmitter has more than one child that is a particleTemplate, only the first one is used.");
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break;
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}
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childEntity = c;
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particle = p;
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pf++;
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}
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//TODO: Skicka med fler flaggor till particlesystemet;
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m_ParticleEmitters.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f));
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m_ParticleEmitters.ParticleEmitter.push_back(entity);
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m_ParticleEmitters.ParticleTemplate.push_back(childEntity);
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}
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b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale)
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{
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std::unordered_map<EntityID, const b2ParticleHandle*> m1;
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std::unordered_map<const b2ParticleHandle*, EntityID> m2;
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m_EntitiesToParticleHandle.push_back(m1);
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m_ParticleHandleToEntities.push_back(m2);
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b2ParticleSystemDef m_ParticleSystemDef;
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m_ParticleSystemDef.radius = radius;
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m_ParticleSystemDef.gravityScale = gravityScale;
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m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
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return m_ParticleSystem.back();
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}
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dd::Systems::PhysicsSystem::~PhysicsSystem()
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