Partycles.

This commit is contained in:
Stiffly
2015-10-06 21:42:54 +02:00
parent ca810743b2
commit 8b12c1036d
8 changed files with 124 additions and 49 deletions
+2 -1
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@@ -53,7 +53,8 @@ public:
/// Register a destruction listener. The listener is owned by you and must
/// remain in scope.
void SetDestructionListener(b2DestructionListener* listener);
void
SetDestructionListener(b2DestructionListener* listener);
/// Register a contact filter to provide specific control over collision.
/// Otherwise the default filter is used (b2_defaultFilter). The listener is
+1 -1
View File
@@ -654,7 +654,7 @@ int32 b2ParticleSystem::CreateParticle(const b2ParticleDef& def)
// If the oldest particle should be destroyed...
if (m_def.destroyByAge)
{
DestroyOldestParticle(0, false);
DestroyOldestParticle(0, true);
// Need to destroy this particle *now* so that it's possible to
// create a new particle.
SolveZombie();
+2 -2
View File
@@ -299,7 +299,7 @@ public:
/// b2World::Step()).
void DestroyParticle(int32 index)
{
DestroyParticle(index, false);
DestroyParticle(index, true);
}
/// Destroy a particle.
@@ -330,7 +330,7 @@ public:
/// @return Number of particles destroyed.
int32 DestroyParticlesInShape(const b2Shape& shape, const b2Transform& xf)
{
return DestroyParticlesInShape(shape, xf, false);
return DestroyParticlesInShape(shape, xf, true);
}
/// Destroy particles inside a shape.
+5 -16
View File
@@ -227,9 +227,10 @@ public:
transform->Position = glm::vec3(0.f, 0.f, -10.f);
particleEmitter->GravityScale = 0.0f;
particleEmitter->SpawnRate = 0.1f;
particleEmitter->SpawnRate = 1.1f;
particleEmitter->NumberOfTicks = 1000;
particleEmitter->Speed = 2.f;
particleEmitter->ParticlesPerTick = 5;
particleEmitter->Spread = glm::pi<float>()/2;
particleEmitter->EmittingAngle = glm::pi<float>();
@@ -242,25 +243,13 @@ public:
//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
PtTransform->Position = transform->Position;
PtSprite->SpriteFile = "Textures/Test/Water.png";
PtParticle->LifeTime = 5.f;
PtParticle->Flags = ParticleFlags::Type::staticPressureParticle;
PtSprite->SpriteFile = "Textures/Background.png";
PtParticle->LifeTime = 1.f;
PtParticle->Flags = ParticleFlags::Type::powderParticle | ParticleFlags::Type::particleContactFilterParticle | ParticleFlags::Type::fixtureContactFilterParticle;
}
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);
auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
PtTransform->Position = glm::vec3(0.f, 0.f, -10.f);
PtSprite->SpriteFile = "Textures/Ball.png";
//PtModel->ModelFile = "Models/Brick/Brick.obj";
}
//TODO: Why does the ball not collide with these bricks?
//BottomBox
{
+1
View File
@@ -12,6 +12,7 @@ struct ParticleEmitter : public Component
int NumberOfTicks = 10.f;
float InitialSpeed = 1.f;
double SpawnRate = 1;
int ParticlesPerTick = 1;
double TimeSinceLastSpawn = 0;
int MaxCount = 0;
float EmittingAngle = 0.f;
+50 -1
View File
@@ -36,6 +36,7 @@ namespace Systems
class PhysicsSystem : public System
{
friend class ContractListener;
friend class DestructionListener;
public:
PhysicsSystem(World* world, std::shared_ptr<dd::EventBroker> eventBroker)
@@ -108,7 +109,36 @@ private:
};
std::list<Impulse> m_Impulses;
class DestructionListener : public b2DestructionListener
{
public:
DestructionListener(PhysicsSystem* physicsSystem)
: m_PhysicsSystem(physicsSystem) { }
void SayGoodbye(b2Joint*) {LOG_INFO("joint körs");};
void SayGoodbye(b2Fixture*) {LOG_INFO("Fixture körs");};
void SayGoodbye(b2ParticleSystem* particleSystem, int32 index) override
{
LOG_INFO("Particle ded");
b2ParticleHandle* handle = particleSystem->GetParticleHandleFromIndex(index);
for (int i = 0; i < m_PhysicsSystem->m_ParticleEmitters.ParticleSystem.size(); i++) {
if(m_PhysicsSystem->m_ParticleEmitters.ParticleSystem[i] == particleSystem) {
std::unordered_map<const b2ParticleHandle*, EntityID>::iterator it = m_PhysicsSystem->m_ParticleHandleToEntities[i].find(handle);
if(it != m_PhysicsSystem->m_ParticleHandleToEntities[i].end()) {
EntityID id = it->second;
m_PhysicsSystem->m_World->RemoveEntity(id);
m_PhysicsSystem->m_ParticleHandleToEntities[i].erase(it);
LOG_INFO("Removing from list");
}
}
}
}
private:
PhysicsSystem* m_PhysicsSystem;
};
class ContactListener : public b2ContactListener
{
@@ -130,6 +160,7 @@ private:
m_PhysicsSystem->EventBroker->Publish(e);
}
void EndContact(b2Contact* contact)
{
@@ -149,7 +180,6 @@ private:
}
}
}
void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
{
@@ -160,6 +190,25 @@ private:
PhysicsSystem* m_PhysicsSystem;
};
class ParticleContactDisabler : public b2ContactFilter
{
public:
ParticleContactDisabler() { };
//Particles to particles
virtual bool ShouldCollide(b2ParticleSystem *particleSystem, int32 particleIndexA, int32 particleIndexB)
{
return false;
}
virtual bool ShouldCollide(b2Fixture* fixture, b2ParticleSystem* particleSystem, int32 particleIndex)
{
return false;
}
};
DestructionListener* m_DestructionListener;
ParticleContactDisabler m_ParticleContactDisabler;
ContactListener* m_ContactListener;
};
+1 -4
View File
@@ -358,12 +358,10 @@ void dd::Renderer::DrawForward(RenderQueue &objects, RenderQueue &lights)
{
// Forward-render semi-transparent objects on top of the current framebuffer
glDisable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
//glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER, m_FbDeferred3);
// glClearColor(1, 0.9, 0.8f, 1);
@@ -444,7 +442,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, spriteJob->DiffuseTexture);
glActiveTexture(GL_TEXTURE1);
+62 -24
View File
@@ -13,6 +13,7 @@ void dd::Systems::PhysicsSystem::Initialize()
std::random_device rd;
gen = std::mt19937(rd());
m_DestructionListener = new DestructionListener(this);
m_ContactListener = new ContactListener(this);
m_Gravity = b2Vec2(0.f, -9.82f);
@@ -24,6 +25,8 @@ void dd::Systems::PhysicsSystem::Initialize()
m_Accumulator = 0.f;
m_PhysicsWorld->SetContactListener(m_ContactListener);
m_PhysicsWorld->SetContactFilter(&m_ParticleContactDisabler);
m_PhysicsWorld->SetDestructionListener(m_DestructionListener);
InitializeWater();
@@ -198,7 +201,7 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
}
auto transform = m_World->GetComponent<Components::Transform>(entity);
transform->Position = glm::vec3(position.x, position.y, -10);
transform->Position = glm::vec3(position.x, position.y, transform->Position.z);
}
}
@@ -209,7 +212,28 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
void dd::Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto particle = m_World->GetComponent<Components::Particle>(entity);
auto pTemplate = m_World->GetComponent<Components::Template>(entity);
if (particle && !pTemplate) {
particle->LifeTime -= dt;
if (particle->LifeTime <= 0) {
for (int i = 0; i < m_EntitiesToParticleHandle.size(); i++) {
b2ParticleHandle* handle = m_EntitiesToParticleHandle[i][entity];
std::unordered_map<EntityID, const b2ParticleHandle*>::iterator iter1;
std::unordered_map<const b2ParticleHandle*,EntityID>::iterator iter2;
iter1 = m_EntitiesToParticleHandle[i].find(entity);
iter2 = m_ParticleHandleToEntities[i].find(handle);
if (iter1 != m_EntitiesToParticleHandle[i].end()) {
m_EntitiesToParticleHandle[i].erase(iter1);
}
if (iter2 != m_ParticleHandleToEntities[i].end()) {
m_ParticleHandleToEntities[i].erase(iter2);
}
m_World->RemoveEntity(entity);
}
}
}
}
void dd::Systems::PhysicsSystem::OnEntityCommit(EntityID entity)
@@ -370,11 +394,12 @@ void dd::Systems::PhysicsSystem::CreateParticleGroup(EntityID e)
void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
{
//TODO: ParticleEmitters system are more than one? Wtf?
int pSizeTest = 0;
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];
pSizeTest += ps->GetParticleCount();
auto emitter = m_World->GetComponent<Components::ParticleEmitter>(e);
@@ -397,35 +422,47 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
emitter->NumberOfTicks--;
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;
float eAngle = emitter->EmittingAngle;
float halfSpread = emitter->Spread / 2;
for ( int j = 0; j < emitter->ParticlesPerTick; j++) {
LOG_INFO("Creating particle #%i", j);
particleDef.flags = particleTemplate->Flags;
//particleDef.color TODO: Implement this if we want color mixing and shit.
particleDef.lifetime = particleTemplate->LifeTime;
float eAngle = emitter->EmittingAngle;
float halfSpread = emitter->Spread / 2;
std::uniform_real_distribution<float> dis(eAngle-halfSpread, eAngle+halfSpread);
float pAngle = dis(gen);
LOG_INFO("Radian angle: %f", pAngle);
glm::vec2 unitVec = glm::normalize(glm::vec2(glm::cos(pAngle), glm::sin(pAngle)));
glm::vec2 vel = unitVec * emitter->Speed;
particleDef.velocity = b2Vec2(vel.x, vel.y);
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
std::uniform_real_distribution<float> dis(eAngle - halfSpread, eAngle + halfSpread);
float pAngle = dis(gen);
glm::vec2 unitVec = glm::normalize(glm::vec2(glm::cos(pAngle), glm::sin(pAngle)));
glm::vec2 vel = unitVec * emitter->Speed;
particleDef.velocity = b2Vec2(vel.x, vel.y);
particleDef.position = b2Vec2(templateTransform->Position.x, templateTransform->Position.y);
auto particle = m_World->CloneEntity(pt, 0);
m_World->RemoveComponent<Components::Template>(particle);
auto transform = m_World->GetComponent<Components::Transform>(particle);
transform->Scale = glm::vec3 (particleTemplate->Radius * 2.f, particleTemplate->Radius * 2.f, 1);
auto particle = m_World->CloneEntity(pt, 0);
m_World->RemoveComponent<Components::Template>(particle);
auto transform2 = m_World->GetComponent<Components::Transform>(particle);
std::uniform_real_distribution<float> dist(0, 1);
float zDistribution = dist(gen);
transform2->Position = glm::vec3(transform2->Position.x, transform2->Position.y, -9.5f + zDistribution);
transform2->Scale = glm::vec3(particleTemplate->Radius * 2.f, particleTemplate->Radius * 2.f, 1);
auto b2Particle = ps->CreateParticle(particleDef);
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));
auto b2ParticleHandle = ps->GetParticleHandleFromIndex(b2Particle);
m_EntitiesToParticleHandle[i].insert(std::make_pair(particle, b2ParticleHandle));
m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
}
}
int stp = 0;
for (auto ts : m_EntitiesToParticleHandle)
{
stp += ts.size();
}
LOG_INFO("Particles in list: %i", stp);
LOG_INFO("Particles: %i", pSizeTest);
}
void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
@@ -443,7 +480,7 @@ void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
auto particleTemplate = m_World->GetComponent<Components::Template>(c);
if (!p) {
continue;
LOG_WARNING("--ParticleEmitter's Child is not a particle.");
LOG_WARNING("ParticleEmitter's Child is not a particle.");
}
if(!particleTemplate) {
LOG_ERROR("ParticleEmitter's particleChild is not a template.");
@@ -476,6 +513,7 @@ b2ParticleSystem* dd::Systems::PhysicsSystem::CreateParticleSystem(float radius,
m_ParticleSystemDef.maxCount = maxCount;
m_ParticleSystemDef.radius = radius;
m_ParticleSystemDef.gravityScale = gravityScale;
m_ParticleSystemDef.destroyByAge = true;
return m_PhysicsWorld->CreateParticleSystem(&m_ParticleSystemDef);
}