Eventbaserade partiklar. Fick nån krasch i physicssystem efter ett tags spelande, men det hoppas jag löser sig när jag mergar in Viktors senaste fysikfixar :3
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+29
-11
@@ -137,7 +137,6 @@ public:
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//OctoBall
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/*
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{
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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@@ -159,7 +158,7 @@ public:
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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}*/
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}
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//PointLightTest
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{
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@@ -212,8 +211,8 @@ public:
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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(0.2f, 0.2f, 1.f);
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transform->Position = glm::vec3(0.f, -3.5f, -10.f);
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transform->Scale = glm::vec3(7.0f, 1.5f, 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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@@ -221,18 +220,37 @@ public:
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//ParticleTest
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{
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Events::CreateParticleSequence e;
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e.Position = glm::vec3(0.f, 0.f, -10.f);
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e.SpriteFile = "Textures/Background.png";
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e.GravityScale = 0.0f;
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e.SpawnRate = 1.f;
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e.NumberOfTicks = 2;
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e.Speed = 1.f;
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e.ParticlesPerTick = 5;
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e.Spread = glm::pi<float>() * 2;
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e.EmittingAngle = glm::pi<float>();
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e.EmitterLifeTime = 50;
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e.ParticleLifeTime = 3.f;
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m_EventBroker->Publish(e);
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}
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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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auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
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particleEmitter->GravityScale = 0.0f;
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particleEmitter->SpawnRate = 1.1f;
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particleEmitter->NumberOfTicks = 1000;
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particleEmitter->Speed = 2.f;
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particleEmitter->SpawnRate = 1.f;
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particleEmitter->NumberOfTicks = 2;
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particleEmitter->Speed = 1.f;
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particleEmitter->ParticlesPerTick = 5;
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particleEmitter->Spread = glm::pi<float>()/2;
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particleEmitter->Spread = glm::pi<float>()*2;
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particleEmitter->EmittingAngle = glm::pi<float>();
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particleEmitter->LifeTime = 50;
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{
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auto Pt = m_World->CreateEntity(Pe);
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@@ -244,11 +262,11 @@ public:
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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/Background.png";
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PtParticle->LifeTime = 1.f;
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PtParticle->LifeTime = 3.f;
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PtParticle->Flags = ParticleFlags::Type::powderParticle | ParticleFlags::Type::particleContactFilterParticle | ParticleFlags::Type::fixtureContactFilterParticle;
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}
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m_World->CommitEntity(Pe);
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}
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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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@@ -361,7 +379,7 @@ public:
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -13.5f, -10.f);
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ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
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ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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@@ -18,6 +18,7 @@ struct ParticleEmitter : public Component
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float EmittingAngle = 0.f;
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float Spread = 0.f;
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float Speed = 2.f;
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double LifeTime = 100;
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//ParticleSystem variables
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float GravityScale = 1.0f;
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@@ -0,0 +1,37 @@
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#ifndef EVENTS_ECREATEPARTICLESEQUENCE_H__
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#define EVENTS_ECREATEPARTICLESEQUENCE_H__
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#include "Core/EventBroker.h"
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#include "Physics/CParticle.h"
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namespace dd
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{
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namespace Events
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{
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struct CreateParticleSequence : public Event
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{
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//Emitter
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double EmitterLifeTime = 100;
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glm::vec3 Position = glm::vec3(0);
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float GravityScale = 0.f;
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float SpawnRate = 1.f;
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int NumberOfTicks = 100;
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float Speed = 1.f;
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int ParticlesPerTick = 1.f;
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float Spread = glm::pi<float>();
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float EmittingAngle = glm::two_pi<float>();
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float MaxCount = 0;
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//Particle
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std::string SpriteFile = "Texures/Core/ErrorTexture.png";
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double ParticleLifeTime = 3.f;
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ParticleFlags::Type Flags = ParticleFlags::Type::powderParticle | ParticleFlags::Type::particleContactFilterParticle | ParticleFlags::Type::fixtureContactFilterParticle;
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float Radius = 1.f;
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};
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}
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}
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#endif
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@@ -15,6 +15,7 @@
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#include "Transform/TransformSystem.h"
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#include "Physics/EContact.h"
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#include "Physics/ESetImpulse.h"
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#include "Physics/ECreateParticleSequence.h"
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#include "Physics/CCircleShape.h"
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#include "Core/EventBroker.h"
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#include "Game/CPad.h"
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@@ -47,6 +48,9 @@ public:
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EventRelay<PhysicsSystem, Events::SetImpulse> m_SetImpulse;
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bool SetImpulse(const Events::SetImpulse &event);
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EventRelay<PhysicsSystem, Events::CreateParticleSequence> m_ECreateParticleSequence;
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bool CreateParticleSequence(const Events::CreateParticleSequence &event);
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void RegisterComponents(ComponentFactory* cf) override;
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void Initialize() override;
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@@ -18,6 +18,8 @@
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#include "Sound/CCollisionSound.h"
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#include "Core/ResourceManager.h"
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#include "Physics/ECreateParticleSequence.h"
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namespace dd
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{
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@@ -33,6 +33,8 @@ void dd::Systems::PhysicsSystem::Initialize()
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EVENT_SUBSCRIBE_MEMBER(m_SetImpulse, PhysicsSystem::SetImpulse);
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EVENT_SUBSCRIBE_MEMBER(m_ECreateParticleSequence, &PhysicsSystem::CreateParticleSequence);
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}
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void dd::Systems::PhysicsSystem::InitializeWater()
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@@ -186,6 +188,9 @@ void dd::Systems::PhysicsSystem::Update(double dt) {
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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_ParticleEmitters.ParticleSystem[e]->GetPositionBuffer();
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if(!positionBuffer) {
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break;
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}
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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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@@ -394,6 +399,7 @@ 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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std::vector<EntityID> emittersToDelete;
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int pSizeTest = 0;
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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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@@ -416,6 +422,12 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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TempTransform->Orientation = glm::rotate(glm::quat(), 3.f, glm::vec3(0.f, 0.f, -1.f));
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emitter->TimeSinceLastSpawn += dt;
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emitter->LifeTime -= dt;
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if (emitter->LifeTime <= 0 || emitter->NumberOfTicks <= 0) {
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emittersToDelete.push_back(e);
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continue;
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}
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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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@@ -424,7 +436,6 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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auto templateTransform = m_World->GetComponent<Components::Transform>(pt);
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b2ParticleDef particleDef;
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for ( int j = 0; j < emitter->ParticlesPerTick; j++) {
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LOG_INFO("Creating particle #%i", j);
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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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@@ -456,13 +467,68 @@ void dd::Systems::PhysicsSystem::UpdateParticleEmitters(double dt)
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m_ParticleHandleToEntities[i].insert(std::make_pair(b2ParticleHandle, particle));
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}
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}
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for (int i = 0; i < emittersToDelete.size(); i++)
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{
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EntityID ent = emittersToDelete[i];
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int key;
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for(key = 0; key < m_ParticleEmitters.ParticleEmitter.size(); key++) {
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if (m_ParticleEmitters.ParticleEmitter[key] == ent) {
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break;
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}
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}
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if (m_ParticleEmitters.ParticleSystem[key]->GetParticleCount() == 0 && key <= m_ParticleEmitters.ParticleSystem.size()) {
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m_World->RemoveEntity(ent);
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m_PhysicsWorld->DestroyParticleSystem(m_ParticleEmitters.ParticleSystem[key]);
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m_ParticleEmitters.ParticleSystem.erase(m_ParticleEmitters.ParticleSystem.begin() + key);
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m_ParticleEmitters.ParticleEmitter.erase(m_ParticleEmitters.ParticleEmitter.begin() + key);
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m_ParticleEmitters.ParticleTemplate.erase(m_ParticleEmitters.ParticleTemplate.begin() + key);
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m_EntitiesToParticleHandle.erase(m_EntitiesToParticleHandle.begin() + key);
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m_ParticleHandleToEntities.erase(m_ParticleHandleToEntities.begin() + key);
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}
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}
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int stp = 0;
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for (auto ts : m_EntitiesToParticleHandle)
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{
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stp += ts.size();
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}
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LOG_INFO("Particles in list: %i", stp);
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LOG_INFO("Particles: %i", pSizeTest);
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}
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bool dd::Systems::PhysicsSystem::CreateParticleSequence(const Events::CreateParticleSequence &event)
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{
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//Creating Emitter
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auto emitter = m_World->CreateEntity();
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auto emitterTransform = m_World->AddComponent<Components::Transform>(emitter);
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auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(emitter);
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emitterTransform->Position = event.Position;
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particleEmitter->GravityScale = event.GravityScale;
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particleEmitter->SpawnRate = event.SpawnRate;
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particleEmitter->NumberOfTicks = event.NumberOfTicks;
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particleEmitter->Speed = event.Speed;
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particleEmitter->ParticlesPerTick = event.ParticlesPerTick;
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particleEmitter->Spread = event.Spread;
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particleEmitter->EmittingAngle = event.EmittingAngle;
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particleEmitter->LifeTime = event.EmitterLifeTime;
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{
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//Creating Particle Template
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auto particle = m_World->CreateEntity(emitter);
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auto particleTransform = m_World->AddComponent<Components::Transform>(particle);
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auto sprite = m_World->AddComponent<Components::Sprite>(particle);
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auto particleComponent = m_World->AddComponent<Components::Particle>(particle);
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m_World->AddComponent<Components::Template>(particle);
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particleTransform->Position = emitterTransform->Position;
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sprite->SpriteFile = event.SpriteFile;
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particleComponent->LifeTime = event.ParticleLifeTime;
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particleComponent->Flags = event.Flags;
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particleComponent->Radius = event.Radius;
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}
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m_World->CommitEntity(emitter);
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return true;
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}
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void dd::Systems::PhysicsSystem::CreateParticleEmitter(EntityID entity)
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@@ -164,10 +164,29 @@ bool dd::Systems::SoundSystem::OnContact(const dd::Events::Contact &event)
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}
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//Send play-sound event
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dd::Events::PlaySound e;
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e.path = collisionSound->filePath;
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e.isAmbient = false;
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EventBroker->Publish(e);
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{
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dd::Events::PlaySound e;
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e.path = collisionSound->filePath;
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e.isAmbient = false;
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EventBroker->Publish(e);
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}
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{
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Events::CreateParticleSequence e;
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e.Position = glm::vec3(0.f, 0.f, -10.f);
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e.SpriteFile = "Textures/Background.png";
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e.GravityScale = 0.0f;
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e.SpawnRate = 1.f;
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e.NumberOfTicks = 2;
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e.Speed = 1.f;
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e.ParticlesPerTick = 5;
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e.Spread = glm::pi<float>() * 2;
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e.EmittingAngle = glm::pi<float>();
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e.EmitterLifeTime = 50;
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e.ParticleLifeTime = 3.f;
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EventBroker->Publish(e);
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}
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//return true;
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}
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