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
+46 -16
View File
@@ -52,6 +52,8 @@
#include "Physics/CRectangleShape.h" #include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h" #include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h" #include "Physics/CWaterVolume.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Game/EGameStart.h" #include "Game/EGameStart.h"
#include "Sound/EPlaySound.h" #include "Sound/EPlaySound.h"
@@ -129,6 +131,8 @@ public:
m_World->ComponentFactory.Register<Components::Template>(); m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>(); m_World->ComponentFactory.Register<Components::PointLight>();
m_World->ComponentFactory.Register<Components::WaterVolume>(); m_World->ComponentFactory.Register<Components::WaterVolume>();
m_World->ComponentFactory.Register<Components::Particle>();
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
m_World->Initialize(); m_World->Initialize();
@@ -165,7 +169,7 @@ public:
pl->Radius = 20.f; pl->Radius = 20.f;
pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f); pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
{ {
@@ -176,7 +180,7 @@ public:
pl->Radius = 15.f; pl->Radius = 15.f;
pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f); pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
auto model = m_World->AddComponent<Components::Model>(t_Light); auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Core/UnitSphere.obj"; model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light); m_World->CommitEntity(t_Light);
} }
@@ -188,7 +192,7 @@ public:
transform->Scale = glm::vec3(6.f, 6.f, 10.f); transform->Scale = glm::vec3(6.f, 6.f, 10.f);
auto model = m_World->AddComponent<Components::Model>(t_halfPipe); auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj"; model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(1.f, 1.f, 1.f, 0.3f); model->Color = glm::vec4(1.f, 0.f, 0.f, 0.3f);
m_World->CommitEntity(t_halfPipe); m_World->CommitEntity(t_halfPipe);
} }
@@ -203,16 +207,44 @@ public:
m_World->CommitEntity(background); m_World->CommitEntity(background);
} }
//Water test //ParticleTest
{ // {
auto t_waterBody = m_World->CreateEntity(); // auto Pe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody); // auto transform = m_World->AddComponent<Components::Transform>(Pe);
transform->Position = glm::vec3(0.f, -0.5f, -10.f); // auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
transform->Scale = glm::vec3(1.f, 1.f, 1.f); //
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody); // transform->Position = glm::vec3(0.f, -5.f, -10.f);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody); // particleEmitter->GravityScale = 0.0f;
m_World->CommitEntity(t_waterBody); // particleEmitter->SpawnRate = 1.0f;
} //
// {
// auto Pt = m_World->CreateEntity(Pe);
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
// //auto PtModel = m_World->AddComponent<Components::Model>(Pt);
// auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
// auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
//
// PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
// PtTransform->Position = transform->Position;
// PtSprite->SpriteFile = "Textures/Ball.png";
//
// //PtModel->ModelFile = "Models/Brick/Brick.obj";
// PtParticle->LifeTime = 1000.f;
// PtParticle->Flags = ParticleFlags::Type::powderParticle;
// }
// m_World->CommitEntity(Pe);
// }
// {
// auto Pt = m_World->CreateEntity();
// auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
// auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
//
// PtTransform->Position = glm::vec3(2.f, 0.f, -10.f);
// PtSprite->SpriteFile = "Textures/Ball.png";
// }
//Water test //Water test
{ {
auto t_waterBody = m_World->CreateEntity(); auto t_waterBody = m_World->CreateEntity();
@@ -371,7 +403,7 @@ public:
// Swap event queues to get fresh input data in the read queue // Swap event queues to get fresh input data in the read queue
//m_EventBroker->Swap(); //m_EventBroker->Swap();
ResourceManager::Update(); //ResourceManager::Update();
if (m_GameIsRunning) { if (m_GameIsRunning) {
m_World->Update(dt); m_World->Update(dt);
} }
@@ -460,7 +492,6 @@ public:
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity); auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent) if (spriteComponent)
{ {
std::string normal = spriteComponent->NormalTexture; std::string normal = spriteComponent->NormalTexture;
std::string spec = spriteComponent->SpecularTexture; std::string spec = spriteComponent->SpecularTexture;
@@ -483,7 +514,6 @@ public:
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z); EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
} }
} }
} }
//TODO: Get this out of engine.h //TODO: Get this out of engine.h
+65
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@@ -0,0 +1,65 @@
#ifndef COMPONENTS_PARTICLE_H__
#define COMPONENTS_PARTICLE_H__
#include "Core/Component.h"
namespace dd {
namespace ParticleFlags {
enum Type {
waterParticle = 0,
zombieParticle = 1 << 1,
wallParticle = 1 << 2,
springParticle = 1 << 3,
elasticParticle = 1 << 4,
viscousParticle = 1 << 5,
powderParticle = 1 << 6,
tensileParticle = 1 << 7,
colorMixingParticle = 1 << 8,
destructionListenerParticle = 1 << 9,
barrierParticle = 1 << 10,
staticPressureParticle = 1 << 11,
reactiveParticle = 1 << 12,
repulsiveParticle = 1 << 13,
fixtureContactListenerParticle = 1 << 14,
particleContactListenerParticle = 1 << 15,
fixtureContactFilterParticle = 1 << 16,
particleContactFilterParticle = 1 << 17
};
}
namespace Components
{
struct Particle : public Component
{
float Radius = 0.5f;
float LifeTime = 5.0f;
ParticleFlags::Type Flags =
ParticleFlags::Type::waterParticle |
ParticleFlags::Type::zombieParticle |
ParticleFlags::Type::wallParticle |
ParticleFlags::Type::springParticle |
ParticleFlags::Type::elasticParticle |
ParticleFlags::Type::viscousParticle |
ParticleFlags::Type::powderParticle |
ParticleFlags::Type::tensileParticle |
ParticleFlags::Type::colorMixingParticle |
ParticleFlags::Type::destructionListenerParticle |
ParticleFlags::Type::barrierParticle |
ParticleFlags::Type::staticPressureParticle |
ParticleFlags::Type::reactiveParticle |
ParticleFlags::Type::repulsiveParticle |
ParticleFlags::Type::fixtureContactListenerParticle |
ParticleFlags::Type::particleContactListenerParticle |
ParticleFlags::Type::fixtureContactFilterParticle |
ParticleFlags::Type::particleContactFilterParticle;
};
}
}
#endif
+25
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@@ -0,0 +1,25 @@
#ifndef COMPONENTS_PARTICLEEMITTER_H__
#define COMPONENTS_PARTICLEEMITTER_H__
#include "Core/Component.h"
namespace dd
{
namespace Components
{
struct ParticleEmitter : public Component
{
int Amount = 10.f;
float InitialSpeed = 1.f;
double SpawnRate = 1.f;
double TimeSinceLastSpawn = 0;
//ParticleSystem variables
float GravityScale = 1.0f;
};
}
}
#endif
+18 -4
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@@ -18,6 +18,9 @@
#include "Physics/CWaterVolume.h" #include "Physics/CWaterVolume.h"
#include "Game/CBall.h" #include "Game/CBall.h"
#include "Rendering/CSprite.h" #include "Rendering/CSprite.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Core/CTemplate.h"
namespace dd namespace dd
@@ -66,18 +69,29 @@ private:
std::unordered_map<b2Body*, EntityID> m_BodiesToEntities; std::unordered_map<b2Body*, EntityID> m_BodiesToEntities;
void CreateBody(EntityID entity); void CreateBody(EntityID entity);
void CreateParticleSystem(float radius);
std::vector<b2ParticleSystem*> m_ParticleSystem; std::vector<b2ParticleSystem*> m_ParticleSystem;
std::vector<b2ParticleGroup*> t_ParticleGroup; std::vector<b2ParticleGroup*> t_ParticleGroup;
std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToParticleHandle; std::vector<std::unordered_map<EntityID, const b2ParticleHandle*>> m_EntitiesToParticleHandle;
std::unordered_map<const b2ParticleHandle*, EntityID> m_ParticleHandleToEntities; std::vector<std::unordered_map<const b2ParticleHandle*, EntityID>> m_ParticleHandleToEntities;
b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale);
void InitializeWater(); void InitializeWater();
void SyncWater(); //TODO: Probably remove this
void CreateParticleGroup(EntityID entity); 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 struct Impulse
{ {
b2Body* Body; b2Body* Body;
+2 -1
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@@ -312,7 +312,7 @@ void dd::Renderer::Draw(RenderQueueCollection& rq)
void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights) void dd::Renderer::DrawDeferred(RenderQueue &objects, RenderQueue &lights)
{ {
// Pass #1: Fill G-buffers // Pass #1: Fill G-buffers
glDisable(GL_CULL_FACE); glEnable(GL_CULL_FACE);
glCullFace(GL_BACK); glCullFace(GL_BACK);
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@@ -444,6 +444,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix)); glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color)); glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture); glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
+150 -51
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@@ -30,9 +30,8 @@ void dd::Systems::PhysicsSystem::Initialize()
void dd::Systems::PhysicsSystem::InitializeWater() void dd::Systems::PhysicsSystem::InitializeWater()
{ {
float radius = 0.13f; float radius = 0.13f;
float gravityScale = 1.0f;
CreateParticleSystem(radius, gravityScale);
CreateParticleSystem(radius);
} }
bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event) bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
@@ -58,24 +57,22 @@ bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
return true; return true;
} }
void dd::Systems::PhysicsSystem::Update(double dt) void dd::Systems::PhysicsSystem::Update(double dt) {
{
m_Accumulator += dt; m_Accumulator += dt;
while(m_Accumulator >= m_TimeStep) while (m_Accumulator >= m_TimeStep) {
{
for (auto i : m_EntitiesToBodies) { for (auto i : m_EntitiesToBodies) {
EntityID entity = i.first; EntityID entity = i.first;
b2Body* body = i.second; b2Body *body = i.second;
auto transformComponent = m_World->GetComponent<Components::Transform>(entity); auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent) { if (!transformComponent) {
continue; continue;
LOG_ERROR("RigidBody with no TransformComponent"); LOG_ERROR("RigidBody with no TransformComponent");
} }
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if (! physicsComponent) { if (!physicsComponent) {
continue; continue;
LOG_ERROR("RigidBody with no PhysicsComponent"); LOG_ERROR("RigidBody with no PhysicsComponent");
} }
@@ -102,19 +99,19 @@ void dd::Systems::PhysicsSystem::Update(double dt)
} }
} }
UpdateParticleEmitters(dt);
for (auto i : m_Impulses) { for (auto i : m_Impulses) {
i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true); i.Body->ApplyLinearImpulse(i.Impulse, i.Point, true);
} }
m_Impulses.clear(); m_Impulses.clear();
m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations); m_PhysicsWorld->Step(m_TimeStep, m_VelocityIterations, m_PositionIterations);
for (auto i : m_EntitiesToBodies) { for (auto i : m_EntitiesToBodies) {
EntityID entity = i.first; EntityID entity = i.first;
b2Body* body = i.second; b2Body *body = i.second;
if (body == nullptr) { if (body == nullptr) {
LOG_ERROR("This body should not exist"); LOG_ERROR("This body should not exist");
@@ -122,15 +119,17 @@ void dd::Systems::PhysicsSystem::Update(double dt)
} }
auto transformComponent = m_World->GetComponent<Components::Transform>(entity); auto transformComponent = m_World->GetComponent<Components::Transform>(entity);
if (! transformComponent) if (!transformComponent)
continue; continue;
auto parent = m_World->GetEntityParent(entity); auto parent = m_World->GetEntityParent(entity);
if (parent == 0) { if (parent == 0) {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS if (physicsComponent->Calculate) { //TODO: REPLACE THIS WITH PARTICLE COLLISION FILTERS
transformComponent->Position.x = transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep); transformComponent->Position.x =
transformComponent->Position.y = transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep); transformComponent->Position.x + (transformComponent->Velocity.x * m_TimeStep);
transformComponent->Position.y =
transformComponent->Position.y + (transformComponent->Velocity.y * m_TimeStep);
} }
else { else {
b2Vec2 position = body->GetPosition(); b2Vec2 position = body->GetPosition();
@@ -138,36 +137,42 @@ void dd::Systems::PhysicsSystem::Update(double dt)
transformComponent->Position.y = position.y; transformComponent->Position.y = position.y;
float angle = body->GetAngle(); float angle = body->GetAngle();
transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle)); transformComponent->Orientation = glm::quat(glm::vec3(0, 0, angle));
b2Vec2 velocity = body->GetLinearVelocity(); b2Vec2 velocity = body->GetLinearVelocity();
transformComponent->Velocity.x = velocity.x; transformComponent->Velocity.x = velocity.x;
transformComponent->Velocity.y = velocity.y; transformComponent->Velocity.y = velocity.y;
} }
} }
} }
b2Vec2* positionBuffer = m_ParticleSystem[0]->GetPositionBuffer(); for ( int e = 0; e < m_EntitiesToParticleHandle.size(); e++) {
for (auto i : m_EntitiesToParticleHandle) { b2Vec2 *positionBuffer = m_ParticleSystem[e]->GetPositionBuffer();
EntityID entity = i.first; for (auto i : m_EntitiesToParticleHandle[e]){
b2ParticleHandle* particleH = i.second; EntityID entity = i.first;
b2ParticleHandle *particleH = i.second;
b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()]; b2Vec2 positionB2 = positionBuffer[particleH->GetIndex()];
glm::vec2 position = glm::vec2(positionB2.x, positionB2.y); glm::vec2 position = glm::vec2(positionB2.x, positionB2.y);
EntityID entityParent = m_World->GetEntityParent(entity);
glm::vec3 parentTransform = glm::vec3(0.f);
if(entityParent) {
auto tp = m_World->GetComponent<Components::Transform>(entityParent);
parentTransform = tp->Position;
}
auto transform = m_World->GetComponent<Components::Transform>(entity);
EntityID entityParent = m_World->GetEntityParent(entity); transform->Position = glm::vec3(position.x, position.y, -10) - parentTransform;
auto transform = m_World->GetComponent<Components::Transform>(entity);
auto transformParent = m_World->GetComponent<Components::Transform>(entityParent);
transform->Position = glm::vec3(position.x, position.y, -10) - transformParent->Position; }
} }
m_Accumulator -= dt; m_Accumulator -= dt;
} }
} }
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{ {
@@ -177,15 +182,23 @@ void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
{ {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); auto physicsComponent = m_World->GetComponent<Components::Physics>(entity);
auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity); auto waterComponent = m_World->GetComponent<Components::WaterVolume>(entity);
auto particleEmitterComponent = m_World->GetComponent<Components::ParticleEmitter>(entity);
if (physicsComponent && waterComponent) { if (physicsComponent && waterComponent) {
LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted."); LOG_ERROR("Entity has both water and physics component, this is illegal. The police has been alerted.");
return; return;
} }
if (physicsComponent && particleEmitterComponent) {
LOG_ERROR("Entity has both particle and physics component, this is illegal. The police has been alerted.");
return;
}
if (physicsComponent) { if (physicsComponent) {
CreateBody(entity); CreateBody(entity);
} else if (waterComponent) { } else if (waterComponent) {
CreateParticleGroup(entity); CreateParticleGroup(entity);
} else if (particleEmitterComponent) {
CreateParticleEmitter(entity);
} }
} }
@@ -208,7 +221,6 @@ void dd::Systems::PhysicsSystem::OnEntityRemoved(EntityID entity)
} }
void dd::Systems::PhysicsSystem::CreateBody(EntityID entity) void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
{ {
auto physicsComponent = m_World->GetComponent<Components::Physics>(entity); 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); auto transform = m_World->GetComponent<Components::Transform>(e);
if (!transform) { if (!transform) {
LOG_ERROR("No Transform component in CreateParticleGroup"); LOG_ERROR("No Transform component in CreateParticleGroup");
return;
} }
b2ParticleGroupDef pd; b2ParticleGroupDef pd;
b2PolygonShape shape; 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); shape.SetAsBox(transform->Scale.x/2.f, transform->Scale.y/2.f);
pd.shape = &shape; pd.shape = &shape;
pd.flags = b2_tensileParticle; pd.flags = b2_tensileParticle;
pd.position.Set(transform->Position.x, transform->Position.y); pd.position.Set(transform->Position.x, transform->Position.y);
t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd)); t_ParticleGroup.push_back(m_ParticleSystem[0]->CreateParticleGroup(pd));
b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer(); b2Vec2* t_ParticlePositions = m_ParticleSystem[0]->GetPositionBuffer();
for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){ for(int i = 0; i < m_ParticleSystem[0]->GetParticleCount(); i++){
{ {
auto t_waterparticle = m_World->CreateEntity(e); auto t_waterparticle = m_World->CreateEntity(e);
auto transformChild = m_World->AddComponent<Components::Transform>(t_waterparticle); 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->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; transformChild->Scale = glm::vec3(m_ParticleSystem[0]->GetRadius())/transform->Scale;
m_World->CommitEntity(t_waterparticle); 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; b2ParticleSystemDef m_ParticleSystemDef;
m_ParticleSystemDef.radius = radius; m_ParticleSystemDef.radius = radius;
m_ParticleSystemDef.gravityScale = gravityScale;
m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef)); m_ParticleSystem.push_back(m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef));
return m_ParticleSystem.back();
} }
dd::Systems::PhysicsSystem::~PhysicsSystem() dd::Systems::PhysicsSystem::~PhysicsSystem()