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

This commit is contained in:
Stiffly
2015-10-07 17:22:45 +02:00
parent 8b12c1036d
commit db2d6ad6e4
7 changed files with 165 additions and 18 deletions
+29 -11
View File
@@ -137,7 +137,6 @@ public:
//OctoBall
/*
{
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
@@ -159,7 +158,7 @@ public:
plight->Radius = 2.f;
m_World->CommitEntity(ent);
}*/
}
//PointLightTest
{
@@ -212,8 +211,8 @@ public:
{
auto t_waterBody = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
transform->Position = glm::vec3(0.f, -5.5f, -10.f);
transform->Scale = glm::vec3(0.2f, 0.2f, 1.f);
transform->Position = glm::vec3(0.f, -3.5f, -10.f);
transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
@@ -221,18 +220,37 @@ public:
//ParticleTest
{
Events::CreateParticleSequence e;
e.Position = glm::vec3(0.f, 0.f, -10.f);
e.SpriteFile = "Textures/Background.png";
e.GravityScale = 0.0f;
e.SpawnRate = 1.f;
e.NumberOfTicks = 2;
e.Speed = 1.f;
e.ParticlesPerTick = 5;
e.Spread = glm::pi<float>() * 2;
e.EmittingAngle = glm::pi<float>();
e.EmitterLifeTime = 50;
e.ParticleLifeTime = 3.f;
m_EventBroker->Publish(e);
}
/*{
auto Pe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(Pe);
auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
particleEmitter->GravityScale = 0.0f;
particleEmitter->SpawnRate = 1.1f;
particleEmitter->NumberOfTicks = 1000;
particleEmitter->Speed = 2.f;
particleEmitter->SpawnRate = 1.f;
particleEmitter->NumberOfTicks = 2;
particleEmitter->Speed = 1.f;
particleEmitter->ParticlesPerTick = 5;
particleEmitter->Spread = glm::pi<float>()/2;
particleEmitter->Spread = glm::pi<float>()*2;
particleEmitter->EmittingAngle = glm::pi<float>();
particleEmitter->LifeTime = 50;
{
auto Pt = m_World->CreateEntity(Pe);
@@ -244,11 +262,11 @@ public:
//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
PtTransform->Position = transform->Position;
PtSprite->SpriteFile = "Textures/Background.png";
PtParticle->LifeTime = 1.f;
PtParticle->LifeTime = 3.f;
PtParticle->Flags = ParticleFlags::Type::powderParticle | ParticleFlags::Type::particleContactFilterParticle | ParticleFlags::Type::fixtureContactFilterParticle;
}
m_World->CommitEntity(Pe);
}
}*/
//TODO: Why does the ball not collide with these bricks?
//BottomBox
@@ -361,7 +379,7 @@ public:
auto ent = m_World->CreateEntity();
m_World->SetProperty(ent, "Name", "Pad");
auto ctransform = m_World->AddComponent<Components::Transform>(ent);
ctransform->Position = glm::vec3(0.f, -13.5f, -10.f);
ctransform->Position = glm::vec3(0.f, -3.5f, -10.f);
ctransform->Scale = glm::vec3(1.0f, 1.0f, 1.f);
auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
auto physics = m_World->AddComponent<Components::Physics>(ent);