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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@@ -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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