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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#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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