Particles working, still need some more variables implanted though
This commit is contained in:
+41
-40
@@ -207,61 +207,62 @@ public:
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m_World->CommitEntity(background);
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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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auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
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transform->Position = glm::vec3(0.f, -5.5f, -10.f);
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transform->Scale = glm::vec3(7.f, 1.5f, 1.f);
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transform->Scale = glm::vec3(0.2f, 0.2f, 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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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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particleEmitter->NumberOfTicks = 3.f;
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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 PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
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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/Test/Water.png";
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PtParticle->LifeTime = 5.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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auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
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PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
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PtTransform->Position = glm::vec3(0.f, 0.f, -10.f);
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PtSprite->SpriteFile = "Textures/Ball.png";
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//PtModel->ModelFile = "Models/Brick/Brick.obj";
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}
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//TODO: Why does the ball not collide with these bricks?
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//BottomBox
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{
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auto topWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, -6.f, -9.9f);
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transform->Position = glm::vec3(0.f, -7.f, -9.9f);
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transform->Scale = glm::vec3(10.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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@@ -9,10 +9,11 @@ namespace Components
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struct ParticleEmitter : public Component
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{
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int Amount = 10.f;
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int NumberOfTicks = 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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int MaxCount = 0;
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//ParticleSystem variables
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float GravityScale = 1.0f;
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@@ -70,13 +70,16 @@ private:
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void CreateBody(EntityID entity);
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std::vector<b2ParticleSystem*> m_ParticleSystem;
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b2ParticleSystem* m_WaterParticleSystem;
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std::vector<b2ParticleGroup*> t_ParticleGroup;
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std::unordered_map<EntityID, const b2ParticleHandle*> m_EntitiesToWaterParticleHandle;
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std::unordered_map<const b2ParticleHandle*, EntityID> m_WaterParticleHandleToEntities;
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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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b2ParticleSystem* CreateParticleSystem(float radius, float gravityScale, int maxCount);
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void InitializeWater();
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void CreateParticleGroup(EntityID entity);
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void CreateParticleEmitter(EntityID entity);
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@@ -31,7 +31,14 @@ void dd::Systems::PhysicsSystem::InitializeWater()
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{
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float radius = 0.13f;
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float gravityScale = 1.0f;
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CreateParticleSystem(radius, gravityScale);
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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_WaterParticleSystem = m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
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}
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bool dd::Systems::PhysicsSystem::SetImpulse(const Events::SetImpulse &event)
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@@ -77,7 +84,6 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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LOG_ERROR("RigidBody with no PhysicsComponent");
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}
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if (body == nullptr) {
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LOG_ERROR("This body should not exist");
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continue;
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@@ -146,8 +152,32 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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}
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}
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//water
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b2Vec2 *positionBuffer = m_WaterParticleSystem->GetPositionBuffer();
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for (auto i : m_EntitiesToWaterParticleHandle){
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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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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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transform->Position = glm::vec3(position.x, position.y, -10);
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}
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//Normal particles
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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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b2Vec2 *positionBuffer = m_ParticleEmitters.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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@@ -163,8 +193,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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}
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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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);
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}
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}
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@@ -280,7 +309,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
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if(physicsComponent->Static) {
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body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 på statiska kroppar
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body->CreateFixture(&fixtureDef); //Density kanske ska vara 0 p� statiska kroppar
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}
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else {
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fixtureDef.shape = pShape;
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@@ -314,19 +343,19 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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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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t_ParticleGroup.push_back(m_WaterParticleSystem->CreateParticleGroup(pd));
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b2Vec2* t_ParticlePositions = m_WaterParticleSystem->GetPositionBuffer();
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for(int i = 0; i < m_WaterParticleSystem->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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transformChild->Scale = glm::vec3(m_WaterParticleSystem->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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m_EntitiesToWaterParticleHandle.insert(std::make_pair(t_waterparticle, m_WaterParticleSystem->GetParticleHandleFromIndex(i)));
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m_WaterParticleHandleToEntities.insert(std::make_pair(m_WaterParticleSystem->GetParticleHandleFromIndex(i), t_waterparticle));
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}
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}
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@@ -336,6 +365,7 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
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void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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{
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//TODO: ParticleEmitters system are more than one? Wtf?
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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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@@ -344,10 +374,21 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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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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if(!emitter) {
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LOG_INFO("ParticleEmitter Component is nil");
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continue;
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}
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if(!particleTemplate) {
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LOG_INFO("ParticleTemplate Component is nil.");
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continue;
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}
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emitter->TimeSinceLastSpawn += dt;
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if(emitter->TimeSinceLastSpawn < emitter->SpawnRate || emitter->NumberOfTicks < 1) {
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continue;
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}
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emitter->NumberOfTicks--;
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emitter->TimeSinceLastSpawn -= emitter->SpawnRate;
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auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
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@@ -358,21 +399,16 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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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 transform = m_World->GetComponent<Components::Transform>(particle);
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transform->Scale = glm::vec3 (particleTemplate->Radius * 2.f, particleTemplate->Radius * 2.f, 1);
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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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@@ -406,13 +442,14 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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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.ParticleSystem.push_back(CreateParticleSystem(particle->Radius, 0.f, 0));
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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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b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius, float gravityScale, int maxCount)
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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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@@ -420,12 +457,11 @@ b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius,
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m_ParticleHandleToEntities.push_back(m2);
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b2ParticleSystemDef m_ParticleSystemDef;
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m_ParticleSystemDef.maxCount = maxCount;
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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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return m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
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}
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dd::Systems::PhysicsSystem::~PhysicsSystem()
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Block a user