From 0647ee252cfa5f013a31673b9f391520eebb7d26 Mon Sep 17 00:00:00 2001 From: MrGeorgeG <56738462+MrGeorgeG@users.noreply.github.com> Date: Fri, 31 Jan 2020 23:56:44 -0500 Subject: [PATCH 1/2] Team AGB 99 Assignment 1 --- OpenGLEngine/OpenGLEngine/BungeeComponent.h | 26 + OpenGLEngine/OpenGLEngine/BungeeSystem.cpp | 60 ++ OpenGLEngine/OpenGLEngine/BungeeSystem.h | 13 + OpenGLEngine/OpenGLEngine/BuouancySystem.cpp | 43 + OpenGLEngine/OpenGLEngine/BuouancySystem.h | 13 + OpenGLEngine/OpenGLEngine/BuoyancyComponent.h | 18 + .../OpenGLEngine/DragForceComponent.h | 16 + OpenGLEngine/OpenGLEngine/DragForceSystem.cpp | 29 + OpenGLEngine/OpenGLEngine/DragForceSystem.h | 15 + OpenGLEngine/OpenGLEngine/ECSConfig.h | 1 + .../OpenGLEngine/FireworksComponent.h | 20 + OpenGLEngine/OpenGLEngine/FireworksSystem.cpp | 60 ++ OpenGLEngine/OpenGLEngine/FireworksSystem.h | 14 + .../OpenGLEngine/FixedSpringComponent.h | 13 +- .../OpenGLEngine/FixedSpringSystem.cpp | 55 ++ OpenGLEngine/OpenGLEngine/FixedSpringSystem.h | 14 + .../OpenGLEngine/ForceAccumulatorComponent.h | 31 + .../OpenGLEngine/ForceAccumulatorSystem.cpp | 11 +- .../OpenGLEngine/ForceAccumulatorSystem.h | 2 +- .../OpenGLEngine/GravityForceComponent.h | 15 + .../OpenGLEngine/GravityForceSystem.cpp | 24 + .../OpenGLEngine/GravityForceSystem.h | 15 + OpenGLEngine/OpenGLEngine/Main.cpp | 577 ++++------- .../OpenGLEngine/OpenGLEngine.vcxproj | 861 ++++++++-------- .../OpenGLEngine/OpenGLEngine.vcxproj.filters | 920 ++++++++---------- .../OpenGLEngine/OpenGLEngine.vcxproj.user | 4 + OpenGLEngine/OpenGLEngine/PGravityComponent.h | 13 + OpenGLEngine/OpenGLEngine/PGravitySystem.cpp | 37 + OpenGLEngine/OpenGLEngine/PGravitySystem.h | 13 + .../OpenGLEngine/PairedSpringComponent.h | 19 +- .../OpenGLEngine/PairedSpringSystem.cpp | 61 ++ .../OpenGLEngine/PairedSpringSystem.h | 13 + OpenGLEngine/OpenGLEngine/ParticleComponent.h | 26 +- .../OpenGLEngine/ParticleContactEvent.cpp | 17 + .../OpenGLEngine/ParticleContactEvent.h | 27 + .../ParticleContactResolutionSystem.cpp | 255 ++--- .../ParticleContactResolutionSystem.h | 38 +- .../OpenGLEngine/ParticleSphereComponent.h | 15 + .../OpenGLEngine/ParticleSphereSystem.cpp | 76 ++ .../OpenGLEngine/ParticleSphereSystem.h | 17 + OpenGLEngine/OpenGLEngine/ParticleSystem.cpp | 20 +- OpenGLEngine/OpenGLEngine/ParticleSystem.h | 1 - OpenGLEngine/OpenGLEngine/RotateComponent.h | 20 +- OpenGLEngine/OpenGLEngine/RotateSystem.cpp | 25 +- OpenGLEngine/OpenGLEngine/RotateSystem.h | 15 +- 45 files changed, 1905 insertions(+), 1673 deletions(-) create mode 100644 OpenGLEngine/OpenGLEngine/BungeeComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/BungeeSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/BungeeSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/BuouancySystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/BuouancySystem.h create mode 100644 OpenGLEngine/OpenGLEngine/BuoyancyComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/DragForceComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/DragForceSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/DragForceSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/FireworksComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/FireworksSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/FireworksSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/FixedSpringSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/FixedSpringSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/ForceAccumulatorComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/GravityForceComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/GravityForceSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/GravityForceSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj.user create mode 100644 OpenGLEngine/OpenGLEngine/PGravityComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/PGravitySystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/PGravitySystem.h create mode 100644 OpenGLEngine/OpenGLEngine/PairedSpringSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/PairedSpringSystem.h create mode 100644 OpenGLEngine/OpenGLEngine/ParticleContactEvent.cpp create mode 100644 OpenGLEngine/OpenGLEngine/ParticleContactEvent.h create mode 100644 OpenGLEngine/OpenGLEngine/ParticleSphereComponent.h create mode 100644 OpenGLEngine/OpenGLEngine/ParticleSphereSystem.cpp create mode 100644 OpenGLEngine/OpenGLEngine/ParticleSphereSystem.h diff --git a/OpenGLEngine/OpenGLEngine/BungeeComponent.h b/OpenGLEngine/OpenGLEngine/BungeeComponent.h new file mode 100644 index 0000000..4a03722 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BungeeComponent.h @@ -0,0 +1,26 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct BungeeComponent + { + BungeeComponent(float _springConstant = 10.0f, + float _restLength = 10.0f, + ECSEntity _connectedEntityA = ECSEntity(), + ECSEntity _connectedEntityB = ECSEntity()) + : springConstant(_springConstant), + restLength(_restLength), + connectedEntityA(_connectedEntityA), + connectedEntityB(_connectedEntityB) + { + + } + + float springConstant; + float restLength; + ECSEntity connectedEntityA; + ECSEntity connectedEntityB; + + }; +} diff --git a/OpenGLEngine/OpenGLEngine/BungeeSystem.cpp b/OpenGLEngine/OpenGLEngine/BungeeSystem.cpp new file mode 100644 index 0000000..eb6d8ef --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BungeeSystem.cpp @@ -0,0 +1,60 @@ +#include "BungeeSystem.h" +#include "TransformComponent.h" +#include "ForceAccumulatorComponent.h" + +namespace Reality +{ + BungeeSystem::BungeeSystem() + { + requireComponent(); + } + + void BungeeSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& bung = e.getComponent(); + + if (bung.connectedEntityA.hasComponent() && + bung.connectedEntityB.hasComponent()) + { + auto& transformA = bung.connectedEntityA.getComponent(); + auto& transformB = bung.connectedEntityB.getComponent(); + + Vector3 relativePosition = transformA.position - transformB.position; + float length = glm::length(relativePosition); + if (length > bung.restLength) + { + float deltaL = length - bung.restLength; + Vector3 force = -glm::normalize(relativePosition); + force *= bung.springConstant * deltaL; + + if (bung.connectedEntityA.hasComponent()) + { + bung.connectedEntityA.getComponent().AddForce(force); + } + if (bung.connectedEntityB.hasComponent()) + { + bung.connectedEntityB.getComponent().AddForce(-force); + } + + float g = 1.0f / (1.0f + pow(abs(deltaL), 0.5f)); + float r = 1 - g; + + Color col = Color(r, g, 0, 1); + + float deltaLength = length / 10.0f; + Vector3 direction = glm::normalize(relativePosition); + for (int i = 0; i < 10; i++) + { + getWorld().data.renderUtil->DrawCube( + transformB.position + (float)i * deltaLength * direction, + Vector3(1.0f, 1.0f, 1.0f) * min((bung.restLength / 20.0f), 100.0f), Vector3(0, 0, 0), col); + } + getWorld().data.renderUtil->DrawLine(transformA.position, transformB.position, + col); + } + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/BungeeSystem.h b/OpenGLEngine/OpenGLEngine/BungeeSystem.h new file mode 100644 index 0000000..18faa7a --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BungeeSystem.h @@ -0,0 +1,13 @@ +#pragma once +#include "ECSConfig.h" +#include "BungeeComponent.h" + +namespace Reality +{ + class BungeeSystem : public ECSSystem + { + public: + BungeeSystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/BuouancySystem.cpp b/OpenGLEngine/OpenGLEngine/BuouancySystem.cpp new file mode 100644 index 0000000..478637a --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BuouancySystem.cpp @@ -0,0 +1,43 @@ +#include "BuouancySystem.h" +#include "TransformComponent.h" +#include "ForceAccumulatorComponent.h" + + +namespace Reality +{ + BuouancySystem::BuouancySystem() + { + requireComponent(); + requireComponent(); + requireComponent(); + } + + void BuouancySystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& PTransform = e.getComponent(); + auto& PBuoyancy = e.getComponent(); + auto& PForceAcc = e.getComponent(); + + float depth = PTransform.position.y; + + if (depth >= PBuoyancy.waterHeight + PBuoyancy.maxDepth) + { + return; + } + Vector3 force(0, 0, 0); + + if (depth <= PBuoyancy.waterHeight - PBuoyancy.maxDepth) + { + force.y = PBuoyancy.liquidDensity * PBuoyancy.volume; + PForceAcc.AddForce(force); + return; + } + + force.y = PBuoyancy.liquidDensity * PBuoyancy.volume * (depth - PBuoyancy.maxDepth - PBuoyancy.waterHeight) / 2 * PBuoyancy.maxDepth; + PForceAcc.AddForce(force); + + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/BuouancySystem.h b/OpenGLEngine/OpenGLEngine/BuouancySystem.h new file mode 100644 index 0000000..f005d91 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BuouancySystem.h @@ -0,0 +1,13 @@ +#pragma once +#include "ECSConfig.h" +#include "BuoyancyComponent.h" + +namespace Reality +{ + class BuouancySystem : public ECSSystem + { + public: + BuouancySystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/BuoyancyComponent.h b/OpenGLEngine/OpenGLEngine/BuoyancyComponent.h new file mode 100644 index 0000000..55a2ed0 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/BuoyancyComponent.h @@ -0,0 +1,18 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct BuoyancyComponent + { + BuoyancyComponent(float _maxDepth = 10.0f, float _volume = 10.0f, float _waterHeight = 10.0f, float _liquidDensity = 10.0f) + :maxDepth(_maxDepth), volume(_volume), waterHeight(_waterHeight), liquidDensity(_liquidDensity) + { + } + + float maxDepth; + float volume; + float waterHeight; + float liquidDensity; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/DragForceComponent.h b/OpenGLEngine/OpenGLEngine/DragForceComponent.h new file mode 100644 index 0000000..dec367f --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/DragForceComponent.h @@ -0,0 +1,16 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct DragForceComponent + { + DragForceComponent(float _k1 = 0.0f, float _k2 = 0.0f) + : k1(_k1), k2(_k2) + { + + } + float k1; + float k2; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/DragForceSystem.cpp b/OpenGLEngine/OpenGLEngine/DragForceSystem.cpp new file mode 100644 index 0000000..591e326 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/DragForceSystem.cpp @@ -0,0 +1,29 @@ +#include "DragForceSystem.h" + +namespace Reality +{ + DragForceSystem::DragForceSystem() + { + requireComponent(); + requireComponent(); + requireComponent(); + } + + void DragForceSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& particle = e.getComponent(); + auto& forceAcc = e.getComponent(); + auto& drag = e.getComponent(); + + float speed = glm::length(particle.velocity); + if (speed > 0) + { + Vector3 force = -glm::normalize(particle.velocity); + force *= drag.k1 * speed + drag.k2 * pow(speed, 2); + forceAcc.AddForce(force); + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/DragForceSystem.h b/OpenGLEngine/OpenGLEngine/DragForceSystem.h new file mode 100644 index 0000000..d3f21e8 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/DragForceSystem.h @@ -0,0 +1,15 @@ +#pragma once +#include "ECSConfig.h" +#include "ParticleComponent.h" +#include "ForceAccumulatorComponent.h" +#include "DragForceComponent.h" + +namespace Reality +{ + class DragForceSystem : public ECSSystem + { + public: + DragForceSystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ECSConfig.h b/OpenGLEngine/OpenGLEngine/ECSConfig.h index dee62f8..08fdbcd 100644 --- a/OpenGLEngine/OpenGLEngine/ECSConfig.h +++ b/OpenGLEngine/OpenGLEngine/ECSConfig.h @@ -4,6 +4,7 @@ #include #include #define RANDOM_FLOAT(LO, HI) LO + static_cast (rand()) / (static_cast (RAND_MAX / (HI - LO))) +#define DEBUG_LOG_LEVEL 3 namespace Reality { diff --git a/OpenGLEngine/OpenGLEngine/FireworksComponent.h b/OpenGLEngine/OpenGLEngine/FireworksComponent.h new file mode 100644 index 0000000..f988802 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/FireworksComponent.h @@ -0,0 +1,20 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct FireworksComponent + { + FireworksComponent(int _numberOfParticles = 6, int _generation = 3, float _spawnTime = 3, float _velocityScale = 10.0f, Color _color = Color::Green) + :numberOfParticles(_numberOfParticles), generation(_generation), spawnTime(_spawnTime), velocityScale(_velocityScale),color(_color), timer(0.0f) + { + + } + int numberOfParticles; + int generation; + float spawnTime; + float timer; + float velocityScale; + Color color; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/FireworksSystem.cpp b/OpenGLEngine/OpenGLEngine/FireworksSystem.cpp new file mode 100644 index 0000000..3d24430 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/FireworksSystem.cpp @@ -0,0 +1,60 @@ +#include "FireworksSystem.h" +#include "ParticleComponent.h" +#include "ForceAccumulatorComponent.h" +#include "GravityForceComponent.h" + +namespace Reality +{ + FireworksSystem::FireworksSystem() + { + requireComponent(); + requireComponent(); + } + + void FireworksSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& transform = e.getComponent(); + auto& fireworks = e.getComponent(); + + fireworks.timer += deltaTime; + if (fireworks.timer > fireworks.spawnTime) + { + if (fireworks.generation > 0) + { + float deltaAngle = 2 * AI_MATH_PI / fireworks.numberOfParticles; + for (int i = 0; i < fireworks.numberOfParticles; i++) + { + auto particle = getWorld().createEntity(); + particle.addComponent(transform.position); + float angle = i * deltaAngle; + Vector3 velocity = Vector3(0, 1, 0); + velocity.x = cos(angle); + velocity.z = sin(angle); + velocity *= fireworks.velocityScale; + particle.addComponent(velocity); + particle.addComponent(); + particle.addComponent(); + float colorAlpha = (float)i / (float)fireworks.numberOfParticles; + particle.addComponent( + fireworks.numberOfParticles, + fireworks.generation - 1, + fireworks.spawnTime + RANDOM_FLOAT(-0.3f, 0.3f), + fireworks.velocityScale, + Color(colorAlpha, 0, 1 - colorAlpha) + ); + + } + } + e.kill(); + } + + + if (DEBUG_LOG_LEVEL > 0) + { + getWorld().data.renderUtil->DrawSphere(transform.position, 1.0f, fireworks.color); + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/FireworksSystem.h b/OpenGLEngine/OpenGLEngine/FireworksSystem.h new file mode 100644 index 0000000..c8bdc7f --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/FireworksSystem.h @@ -0,0 +1,14 @@ +#pragma once +#include "ECSConfig.h" +#include "TransformComponent.h" +#include "FireworksComponent.h" + +namespace Reality +{ + class FireworksSystem : public ECSSystem + { + public: + FireworksSystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/FixedSpringComponent.h b/OpenGLEngine/OpenGLEngine/FixedSpringComponent.h index b8b312b..dabd2d8 100644 --- a/OpenGLEngine/OpenGLEngine/FixedSpringComponent.h +++ b/OpenGLEngine/OpenGLEngine/FixedSpringComponent.h @@ -5,10 +5,17 @@ namespace Reality { struct FixedSpringComponent { - FixedSpringComponent(float _springConstant = 10, float _restLength = 10, ECSEntity e = ECSEntity()) - :springConstant(_springConstant), restLength(_restLength), entity(e){} + FixedSpringComponent(float _springConstant = 10.0f, + float _restLength = 10.0f, + ECSEntity _connectedEntity = ECSEntity()) + : springConstant(_springConstant), + restLength(_restLength), + connectedEntity(_connectedEntity) + { + + } float springConstant; float restLength; - ECSEntity entity; + ECSEntity connectedEntity; }; } diff --git a/OpenGLEngine/OpenGLEngine/FixedSpringSystem.cpp b/OpenGLEngine/OpenGLEngine/FixedSpringSystem.cpp new file mode 100644 index 0000000..ae5a0f6 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/FixedSpringSystem.cpp @@ -0,0 +1,55 @@ +#include "FixedSpringSystem.h" +#include "ForceAccumulatorComponent.h" + +namespace Reality +{ + FixedSpringSystem::FixedSpringSystem() + { + requireComponent(); + requireComponent(); + } + + void FixedSpringSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& springTransform = e.getComponent(); + auto& spring = e.getComponent(); + + if (spring.connectedEntity.hasComponent() + && spring.connectedEntity.hasComponent()) + { + auto& forceAcc = spring.connectedEntity.getComponent(); + auto& transform = spring.connectedEntity.getComponent(); + + Vector3 relativePosition = transform.position - springTransform.position; + float length = glm::length(relativePosition); + if (length > 0) + { + float deltaL = length - spring.restLength; + Vector3 force = -glm::normalize(relativePosition); + force *= spring.springConstant * deltaL; + forceAcc.AddForce(force); + + float g = 1.0f / (1.0f + pow(abs(deltaL), 0.5f)); + float r = 1 - g; + + Color col = Color(r, g, 0, 1); + + float deltaLength = length / 10.0f; + Vector3 direction = -glm::normalize(relativePosition); + for (int i = 0; i < 10; i++) + { + getWorld().data.renderUtil->DrawCube( + transform.position + (float)i * deltaLength * direction, + Vector3(1.0f, 1.0f, 1.0f) * min((spring.restLength / 20.0f), 100.0f), Vector3(0, 0, 0), col); + } + + getWorld().data.renderUtil->DrawLine(springTransform.position, transform.position, + col); + } + + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/FixedSpringSystem.h b/OpenGLEngine/OpenGLEngine/FixedSpringSystem.h new file mode 100644 index 0000000..89968b1 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/FixedSpringSystem.h @@ -0,0 +1,14 @@ +#pragma once +#include "ECSConfig.h" +#include "TransformComponent.h" +#include "FixedSpringComponent.h" + +namespace Reality +{ + class FixedSpringSystem : public ECSSystem + { + public: + FixedSpringSystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ForceAccumulatorComponent.h b/OpenGLEngine/OpenGLEngine/ForceAccumulatorComponent.h new file mode 100644 index 0000000..1b41676 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ForceAccumulatorComponent.h @@ -0,0 +1,31 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct ForceAccumulatorComponent + { + ForceAccumulatorComponent(float _mass = 1.0f) + : inverseMass(1.0f / _mass), forceAccumulator(Vector3(0, 0, 0)), mass(_mass) + { + + } + float mass; + float inverseMass; + + inline void AddForce(Vector3 force) + { + forceAccumulator += force; + } + inline void ResetAccumulator() + { + forceAccumulator = Vector3(0, 0, 0); + } + inline Vector3 GetAccumulatedForce() + { + return forceAccumulator; + } + private: + Vector3 forceAccumulator; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.cpp b/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.cpp index d1bbb3d..b4f7c21 100644 --- a/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.cpp +++ b/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.cpp @@ -1,21 +1,22 @@ #include "ForceAccumulatorSystem.h" - namespace Reality { ForceAccumulatorSystem::ForceAccumulatorSystem() { requireComponent(); + requireComponent(); } - void ForceAccumulatorSystem::Update(float deltaTime) { for (auto e : getEntities()) { - auto &particle = e.getComponent(); - particle.accelaration = particle.GetForce() * particle.inverseMass; - particle.ResetForceAccumulator(); + auto& particle = e.getComponent(); + auto& forceAcc = e.getComponent(); + + particle.acceleration = forceAcc.GetAccumulatedForce() * forceAcc.inverseMass; + forceAcc.ResetAccumulator(); } } } diff --git a/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.h b/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.h index ff375ad..ce612ed 100644 --- a/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.h +++ b/OpenGLEngine/OpenGLEngine/ForceAccumulatorSystem.h @@ -1,6 +1,7 @@ #pragma once #include "ECSConfig.h" #include "ParticleComponent.h" +#include "ForceAccumulatorComponent.h" namespace Reality { @@ -11,4 +12,3 @@ namespace Reality void Update(float deltaTime); }; } - diff --git a/OpenGLEngine/OpenGLEngine/GravityForceComponent.h b/OpenGLEngine/OpenGLEngine/GravityForceComponent.h new file mode 100644 index 0000000..09ad65b --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/GravityForceComponent.h @@ -0,0 +1,15 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct GravityForceComponent + { + GravityForceComponent(float _gravityScale = 1.0f) + : gravityScale(_gravityScale) + { + + } + float gravityScale; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/GravityForceSystem.cpp b/OpenGLEngine/OpenGLEngine/GravityForceSystem.cpp new file mode 100644 index 0000000..07d38d6 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/GravityForceSystem.cpp @@ -0,0 +1,24 @@ +#include "GravityForceSystem.h" + +namespace Reality +{ + GravityForceSystem::GravityForceSystem() + { + requireComponent(); + requireComponent(); + } + + void GravityForceSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& forceAcc = e.getComponent(); + auto& gravity = e.getComponent(); + + if (forceAcc.inverseMass > 0) + { + forceAcc.AddForce(worldGravity * gravity.gravityScale / forceAcc.inverseMass); + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/GravityForceSystem.h b/OpenGLEngine/OpenGLEngine/GravityForceSystem.h new file mode 100644 index 0000000..850e359 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/GravityForceSystem.h @@ -0,0 +1,15 @@ +#pragma once +#include "ECSConfig.h" +#include "ForceAccumulatorComponent.h" +#include "GravityForceComponent.h" + +namespace Reality +{ + class GravityForceSystem : public ECSSystem + { + public: + GravityForceSystem(); + void Update(float deltaTime); + Vector3 worldGravity = Vector3(0.0f, -9.8f, 0.0f); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/Main.cpp b/OpenGLEngine/OpenGLEngine/Main.cpp index 91a5161..bcd1ee5 100644 --- a/OpenGLEngine/OpenGLEngine/Main.cpp +++ b/OpenGLEngine/OpenGLEngine/Main.cpp @@ -1,59 +1,40 @@ //#define STB_IMAGE_IMPLEMENTATION -#include "UpdateTransformMatricesSystem.h" #include "RenderingSystem.h" -#include "RenderingSystemV2.h" #include "InputEventSystem.h" +#include "FPSControlSystem.h" #include "RotateSystem.h" -#include "ParticleSystem.h" -#include "ParticleSpawnerSystem.h" -#include "GravityForceGeneratorSystem.h" -#include "FixedSpringForceGeneratorSystem.h" -#include "ForceAccumulatorSystem.h" -#include "PairedSpringForceGeneratorSystem.h" -#include "SphereContactGeneratorSystem.h" +#include "FireworksSystem.h" +#include "GravityForceSystem.h" +#include "DragForceSystem.h" +#include "FixedSpringSystem.h" +#include "PairedSpringSystem.h" +#include "BungeeSystem.h" +#include "BuouancySystem.h" +#include "PGravitySystem.h" +#include "ParticleSphereSystem.h" #include "ParticleContactResolutionSystem.h" -#include "CableComponentSystem.h" -#include "RodSystem.h" -#include "ForceAndTorqueAccumulatorSystem.h" -#include "RigidBodySystem.h" -#include "RigidbodyGravityForceGeneratorSystem.h" -#include "ContactGenerationSystem.h" -#include "ContactResolutionSystem.h" -#include "SphereColliderSystem.h" -#include "BoxColliderSystem.h" -#include "MoveInBoundsSystem.h" -#include "FPSControlSystem.h" +#include "ForceAccumulatorSystem.h" +#include "ParticleSystem.h" #include "DynamicDirectionalLightSystem.h" #include "DynamicPointLightSystem.h" #include "DynamicSpotLightSystem.h" -#include "FlightSimulatorSystem.h" -#include "FollowCameraSystem.h" -#include "InfiniteSpawnSystem.h" -#include "InfiniteSpawnTargetSystem.h" -#include "AeroControlSystem.h" -#include "SetAerodynamicTensorSystem.h" -#include "AeroSystem.h" -#include "CameraLookSystem.h" -#include "LifeTimeSystem.h" #include #include #include -#define DEBUG_LOG_LEVEL 3 - using namespace Reality; void LoadShaders(ECSWorld& world); void LoadModels(ECSWorld& world); +void SetupLights(ECSWorld& world); void MakeABunchaObjects(ECSWorld& world); +void MakeFireworks(ECSWorld& world); +void Make3Particles(ECSWorld& world); void MakeABunchaSprings(ECSWorld& world); void MakeABunchaSpheres(ECSWorld& world); -void MakeACable(ECSWorld& world); -void MakeCablesAndRods(ECSWorld& world); -void MakeFlight(ECSWorld& world); -void TestContacts(ECSWorld& world); -void TestCollision(ECSWorld& world); -void SetupLights(ECSWorld& world); +void MakeABunchaBungees(ECSWorld& world); +void MakeABunchaBuouancys(ECSWorld& world); +void MakeABunchaPGravitys(ECSWorld& world); int main() { @@ -63,7 +44,7 @@ int main() world.data.InitRendering(); //LoadAssets(world); - world.data.renderUtil->camera.Position = Vector3(0, 15.0f, 100.0f); + world.data.renderUtil->camera.Position = Vector3(0, 40.0f, 50.0f); world.data.renderUtil->SetFOV(60); // Create entities @@ -71,63 +52,37 @@ int main() auto e = world.createEntity(); e.addComponent(); - //auto wall = world.createEntity(); - //wall.addComponent(Vector3(0, -3.0f, 0.0f), Vector3(0.1f, 0.1f, 0.1f), Vector3(0, 270, 0)); - //// Add mesh - //wall.addComponent("Resources/Models/Sponza-master/sponza.obj"); - SetupLights(world); //MakeABunchaObjects(world); - //MakeABunchaSpheres(world); + //MakeFireworks(world); + //Make3Particles(world); //MakeABunchaSprings(world); - //MakeACable(world); - //akeCablesAndRods(world); - //MakeFlight(world); - //TestContacts(world); - TestCollision(world); + MakeABunchaBungees(world); + MakeABunchaBuouancys(world); + MakeABunchaPGravitys(world); + //MakeABunchaSpheres(world); // Create Systems - world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); - world.getSystemManager().addSystem(); + world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); world.getSystemManager().addSystem(); - // Rigidbody Physics - rp3d::CollisionWorld rp3dWorld; - world.getSystemManager().addSystem(rp3dWorld); - world.getSystemManager().addSystem(rp3dWorld); - world.getSystemManager().addSystem(rp3dWorld); - world.getSystemManager().addSystem(rp3dWorld); - world.getSystemManager().addSystem(rp3dWorld); - world.getSystemManager().addSystem(); - - float time = glfwGetTime(); float stepTime = glfwGetTime(); float deltaTime = 0; @@ -172,53 +127,41 @@ int main() // Game Logic Update world.getSystemManager().getSystem().Update(deltaTime); world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - - //Flight Sim - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); + world.getSystemManager().getSystem().Update(deltaTime); + + world.data.renderUtil->DrawCube(Vector3(0,9,0), Vector3(20, 20, 20), Vector3(0,0,0), Color::Red); // Update Transform - world.getSystemManager().getSystem().Update(deltaTime); + // Physics - float fixedDeltaTime = glfwGetKey(world.data.renderUtil->window->glfwWindow, GLFW_KEY_SPACE) == GLFW_PRESS ? 1 / 60.0f : 0; - //float fixedDeltaTime = 1 / 60.0f; - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - // Particle Force Generators - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - // Rigiidbody Force Generators and collisions - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - // Physics Solvers - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); + //float fixedDeltaTime = glfwGetKey(world.data.renderUtil->window->glfwWindow, GLFW_KEY_SPACE) == GLFW_PRESS ? 1 / 60.0f : 0; + float fixedDeltaTime = 1 / 60.0f; + // Force Generator + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); + + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); - world.getSystemManager().getSystem().Update(fixedDeltaTime); + // Force Accumulator + world.getSystemManager().getSystem().Update(fixedDeltaTime); + // Integrator + world.getSystemManager().getSystem().Update(fixedDeltaTime); + world.getSystemManager().getSystem().Update(fixedDeltaTime); // Rendering Update + ///*** HACK: For the last DrawCall not working on some systems + world.data.renderUtil->DrawCube(Vector3(0, 0, 0), Vector3(0, 0, 0)); + ///*** HACK: For the last DrawCall not working on some systems world.getSystemManager().getSystem().Update(deltaTime); world.getSystemManager().getSystem().Update(deltaTime); world.getSystemManager().getSystem().Update(deltaTime); world.getSystemManager().getSystem().Update(deltaTime); - world.getSystemManager().getSystem().Update(deltaTime); elapsedDeltaTime = glfwGetTime() - time; logicDelta = elapsedDeltaTime - world.data.renderUtil->GetRenderDelta(); @@ -277,8 +220,8 @@ void LoadModels(ECSWorld& world) { world.data.assetLoader->StartModelLoading({ //ModelData("Resources/Models/snowy-mountain-terrain/SnowyMountainMesh.obj"), - //ModelData("Resources/Models/Sponza-master/sponza.obj"), - //ModelData("Resources/Models/nanosuit/nanosuit.obj"),*/ + ModelData("Resources/Models/Sponza-master/sponza.obj"), + ModelData("Resources/Models/nanosuit/nanosuit.obj"), ModelData("Resources/Models/supermarine-spitfire/spitfire.fbx", {{"spitfire_d.png"}}) }); @@ -286,355 +229,202 @@ void LoadModels(ECSWorld& world) void MakeABunchaObjects(ECSWorld& world) { - auto e = world.createEntity(); - e.addComponent(Vector3(4, 10.0f, 48), Vector3(0.10f, 0.1f, 0.1f), Vector3(-90, 180, 0)); + auto castle = world.createEntity(); + castle.addComponent(Vector3(0, -3.0f, 0.0f), Vector3(0.1f, 0.1f, 0.1f), Vector3(0, 270, 0)); // Add mesh - e.addComponent("Resources/Models/supermarine-spitfire/spitfire.fbx"); - e.addComponent(0, 40, 0); + castle.addComponent("Resources/Models/Sponza-master/sponza.obj"); + + //auto flight = world.createEntity(); + //flight.addComponent(Vector3(0, 30, -50), Vector3(0.1f, 0.1f, 0.1f), Vector3(270, 0, 0)); + //// Add mesh + //flight.addComponent("Resources/Models/supermarine-spitfire/spitfire.fbx"); + //flight.addComponent(Vector3(0, 90, 0)); + //flight.addComponent(Vector3(0, 30, 0)); + //flight.addComponent(); + //flight.addComponent(); - e = world.createEntity(); - e.addComponent(Vector3(4, 10.0f, -62), Vector3(0.1f, 0.1f, 0.1f), Vector3(-90, 0, 0)); - // Add mesh - e.addComponent("Resources/Models/supermarine-spitfire/spitfire.fbx"); - e.addComponent(0, 40, 0); } -void MakeABunchaSprings(ECSWorld& world) +void MakeFireworks(ECSWorld & world) { - auto e = world.createEntity(); - float yOffset = 30; - e.addComponent(Vector3(-2.5f, -5 + yOffset, -3), Vector3(1.0f, 1.0f, 1.0f)); - e.addComponent(); - // Add mesh - e.addComponent("Resources/Models/nanosuit/nanosuit.obj"); + for (int i = 0; i < 3; i++) + { + auto fireworks = world.createEntity(); + fireworks.addComponent(Vector3(-100 + 100 * i, 30 + RANDOM_FLOAT(-10, 10), -50)); + fireworks.addComponent(Vector3(0, 100, 0)); + fireworks.addComponent(); + fireworks.addComponent(); + fireworks.addComponent(6, 3, 3 + RANDOM_FLOAT(-1, 1)); + } + +} - auto springEntinty = world.createEntity(); - springEntinty.addComponent(Vector3(-2.5f, 0 + yOffset, 3)); - springEntinty.addComponent(8, 2, e); +void Make3Particles(ECSWorld & world) +{ + auto particle1 = world.createEntity(); + particle1.addComponent(Vector3(-10, 60, -50)); + particle1.addComponent(Vector3(0, 0, 0)); + particle1.addComponent(); + particle1.addComponent(); + particle1.addComponent(0, 0); + + auto particle2 = world.createEntity(); + particle2.addComponent(Vector3(0, 60, -50)); + particle2.addComponent(Vector3(0, 0, 0)); + particle2.addComponent(); + particle2.addComponent(); + particle2.addComponent(1, 0); + + auto particle3 = world.createEntity(); + particle3.addComponent(Vector3(10, 60, -50)); + particle3.addComponent(Vector3(0, 100, 0)); + particle3.addComponent(); + particle3.addComponent(); + particle3.addComponent(1, 1); +} - auto e2 = world.createEntity(); - e2.addComponent(Vector3(2.5f, -5 + yOffset, -1), Vector3(1.0f, 1.0f, 1.0f)); - e2.addComponent(); - // Add mesh - e2.addComponent("Resources/Models/nanosuit/nanosuit.obj"); +void MakeABunchaSpheres(ECSWorld& world) +{ + auto sphere = world.createEntity(); + sphere.addComponent(Vector3(0, 0, 0)); + sphere.addComponent(Vector3(0,20,0)); + sphere.addComponent(1.0f); + sphere.addComponent(); + sphere.addComponent(Vector3(0, 0, 0)); + sphere.addComponent(3); +} - auto springEntinty2 = world.createEntity(); - springEntinty2.addComponent(Vector3(2.5f, 0 + yOffset, 1)); - springEntinty2.addComponent(5, 5, e2); +void MakeABunchaSprings(ECSWorld & world) +{ + auto particle1 = world.createEntity(); + particle1.addComponent(Vector3(0, 20, -50)); + particle1.addComponent(Vector3(0, 0, 0)); + particle1.addComponent(); + particle1.addComponent(); + + auto particle2= world.createEntity(); + particle2.addComponent(Vector3(-10, 0, -50)); + particle2.addComponent(Vector3(0, 0, 0)); + particle2.addComponent(); + particle2.addComponent(); + + /*auto spring1 = world.createEntity(); + spring1.addComponent(Vector3(0, 0, 0)); + spring1.addComponent(20.0f, 1.0f, particle1);*/ + + auto spring2 = world.createEntity(); + spring2.addComponent(Vector3(-10, 60, -50)); + spring2.addComponent(20.0f, 15.0f, particle1); auto pairedSpring = world.createEntity(); - pairedSpring.addComponent(100, 5.0f, e, e2); - - auto e3 = world.createEntity(); - e3.addComponent(Vector3(-7.5f, -7.5f + yOffset, 1), Vector3(1.0f, 1.0f, 1.0f)); - e3.addComponent(); - // Add mesh - e3.addComponent("Resources/Models/nanosuit/nanosuit.obj"); - - auto springEntinty3 = world.createEntity(); - springEntinty3.addComponent(Vector3(-7.5f, -10 + yOffset, -1)); - springEntinty3.addComponent(7, 7, e3); - - auto e4 = world.createEntity(); - e4.addComponent(Vector3(7.5f, -7.5f + yOffset, 3), Vector3(1.0f, 1.0f, 1.0f)); - e4.addComponent(); - // Add mesh - e4.addComponent("Resources/Models/nanosuit/nanosuit.obj"); + pairedSpring.addComponent(20.0f, 20.0f, particle1, particle2); - auto springEntinty4 = world.createEntity(); - springEntinty4.addComponent(Vector3(7.5f, -10 + yOffset, -3)); - springEntinty4.addComponent(5, 0, e4); - - auto pairedSpring2 = world.createEntity(); - pairedSpring2.addComponent(100, 5.2f, e, e3); - - auto pairedSpring3 = world.createEntity(); - pairedSpring3.addComponent(100, 5.2f, e2, e4); - - auto pairedSpring4 = world.createEntity(); - pairedSpring4.addComponent(100, 10.0f, e3, e4); } -void MakeABunchaSpheres(ECSWorld& world) +void MakeABunchaBungees(ECSWorld& world) { - for (int i = 0; i < 30; i++) - { - auto e = world.createEntity(); - //e.addComponent(Vector3(RANDOM_FLOAT(-1, 1), 20,0)); - - e.addComponent(Vector3(RANDOM_FLOAT(-15.0f, 15.0f), RANDOM_FLOAT(6.0f, 34.0f), RANDOM_FLOAT(-15.0f, 15.0f))); - e.addComponent(1, Vector3(RANDOM_FLOAT(-5, 5), RANDOM_FLOAT(-5, 5), RANDOM_FLOAT(-5, 5))); - e.addComponent(1); - Color col = Color(0, RANDOM_FLOAT(0.0f, 1.0f), RANDOM_FLOAT(0.0f, 1.0f)); - //e.addComponent(20.0f, col, col, col); - } + auto particle1 = world.createEntity(); + particle1.addComponent(Vector3(0, 20, -50)); + particle1.addComponent(Vector3(0, 0, 0)); + particle1.addComponent(1); + //particle1.addComponent(); - auto ref = world.createEntity(); - ref.addComponent(Vector3(0, 20, 0), Vector3(0.3f, 0.3f, 0.3f), Vector3(0, 180, 0)); - // Add mesh - ref.addComponent("Resources/Models/nanosuit/nanosuit.obj"); - ref.addComponent(0, 40, 0); -} + auto particle2 = world.createEntity(); + particle2.addComponent(Vector3(-10, 0, -50)); + particle2.addComponent(Vector3(0, 0, 0)); + particle2.addComponent(1); + //particle2.addComponent(); -void MakeACable(ECSWorld& world) -{ - auto e1 = world.createEntity(); - e1.addComponent(Vector3(0, 40, 0)); - //e1.addComponent(1, Vector3(0,0,0), 0); + /*auto spring1 = world.createEntity(); + spring1.addComponent(Vector3(0, 0, 0)); + spring1.addComponent(20.0f, 1.0f, particle1);*/ - auto e2 = world.createEntity(); - e2.addComponent(Vector3(0, 30, 0)); - e2.addComponent(1); - - auto e = world.createEntity(); - e.addComponent(e1, e2, 20); -} + auto spring2 = world.createEntity(); + spring2.addComponent(Vector3(-10, 60, -50)); + spring2.addComponent(1.0f, 0.0f, particle1); -void MakeCablesAndRods(ECSWorld& world) -{ - auto eFixed = world.createEntity(); - eFixed.addComponent(Vector3(10, 40, 0)); - //e1.addComponent(1, Vector3(0,0,0), 0); - - auto eFixed2 = world.createEntity(); - eFixed2.addComponent(Vector3(20, 10, 0)); - - auto eFixed3 = world.createEntity(); - eFixed3.addComponent(Vector3(-20, 10, 0)); - - auto e1 = world.createEntity(); - e1.addComponent(Vector3(0, 30, 0)); - e1.addComponent(10); - - auto e2 = world.createEntity(); - e2.addComponent(Vector3(-10, 20, 0)); - e2.addComponent(10); - - auto e3 = world.createEntity(); - e3.addComponent(Vector3(0, 10, 0)); - e3.addComponent(10); - - auto e4 = world.createEntity(); - e4.addComponent(Vector3(10, 20, 0)); - e4.addComponent(10); - - auto eCable = world.createEntity(); - eCable.addComponent(eFixed, e1, 20); - - auto eCable2 = world.createEntity(); - eCable2.addComponent(1000, 20, eFixed2, e4); - - auto eCable3 = world.createEntity(); - eCable3.addComponent(1000, 20, eFixed3, e2); - - auto eRod1 = world.createEntity(); - eRod1.addComponent(e1, e2, 10 * sqrt(2)); - auto eRod2 = world.createEntity(); - eRod2.addComponent(e2, e3, 10 * sqrt(2)); - auto eRod3 = world.createEntity(); - eRod3.addComponent(e3, e4, 10 * sqrt(2)); - auto eRod4 = world.createEntity(); - eRod4.addComponent(e4, e1, 10 * sqrt(2)); - - auto eRodDiagonal1 = world.createEntity(); - eRodDiagonal1.addComponent(e1, e3, 20); - auto eRodDiagonal2 = world.createEntity(); - eRodDiagonal2.addComponent(e2, e4, 20); -} -void MakeFlight(ECSWorld& world) -{ - auto e = world.createEntity(); - glm::vec3 rotationInRads = glm::vec3(glm::radians(-90.0f), - glm::radians(180.0f), glm::radians(0.0f)); - Quaternion orientation = glm::quat(rotationInRads); - e.addComponent(Vector3(0, 350.0f, 0), Vector3(0.10f, 0.1f, 0.1f)); - // Add mesh - e.addComponent("Resources/Models/supermarine-spitfire/spitfire.fbx", Vector3(0, -50, 20), Vector3(-90, 0, 0)); - e.addComponent(10.0f ,0.3f, 0.5f); - e.addComponent(); - e.addComponent(Vector3(0.0f, 15.0f, 40.0f)); - e.addComponent(); - e.addComponent(); - - std::vector p1 { GLFW_KEY_E }; - std::vector n1 { GLFW_KEY_Q }; - //Right Wing - auto RW = world.createEntity(); - RW.addComponent(p1, n1); - RW.addComponent(Mat3(0, 0, 0, 0, 0.000f, 0, 0, -0.0005f, 0), - Mat3(0, 0, 0, 0, 0, 0, 0, 0, 0), - Mat3(0, 0, 0, 0, -0.000f, 0, 0, 0.0005f, 0)); - RW.addComponent(e, Mat3(1.0f), Vector3(100.0f, 0, 50.0f)); - - //Left Wing - auto LW = world.createEntity(); - LW.addComponent(n1, p1); - LW.addComponent(Mat3(0, 0, 0, 0, 0.000f, 0, 0, -0.0005f, 0), - Mat3(0, 0, 0, 0, 0, 0, 0, 0, 0), - Mat3(0, 0, 0, 0, -0.000f, 0, 0, 0.0005f, 0)); - LW.addComponent(e, Mat3(1.0f), Vector3(-100.0f, 0, 50.0f)); - - //Rudder - std::vector pR = { GLFW_KEY_A }; - std::vector nR = { GLFW_KEY_D }; - auto R = world.createEntity(); - R.addComponent(pR, nR); - R.addComponent(Mat3(0, 0, 0, 0, 0, 0, 0.002f, 0, 0), - Mat3(0, 0, 0, 0, 0, 0, 0.00f, 0, 0), - Mat3(0, 0, 0, 0, 0, 0, -0.002f, 0, 0)); - R.addComponent(e, Mat3(1.0f), Vector3(0, 0, -200.0f)); - - //Back Wing - std::vector p2{ GLFW_KEY_W }; - std::vector n2{ GLFW_KEY_S }; - auto RW2 = world.createEntity(); - RW2.addComponent(p2, n2); - RW2.addComponent(Mat3(0, 0, 0, 0, 0, 0, 0, -0.0015f, 0), - Mat3(0, 0, 0, 0, 0, 0, 0, 0, 0), - Mat3(0, 0, 0, 0, 0, 0, 0, 0.0015f, 0)); - RW2.addComponent(e, Mat3(1.0f), Vector3(0.0f, 0, -200.0f)); - - for (int i = -40; i <= 40; i++) - { - auto buildingR = world.createEntity(); - buildingR.addComponent(Vector3(100.0f, 0.0f, 50.0f * i)); - buildingR.addComponent(RANDOM_FLOAT(100.0f, 500.0f)); + auto pairedSpring = world.createEntity(); + pairedSpring.addComponent(1.0f, 5.0f, particle1, particle2); - auto buildingL = world.createEntity(); - buildingL.addComponent(Vector3(-100.0f, 0.0f, 50.0f * i)); - buildingL.addComponent(RANDOM_FLOAT(100.0f, 500.0f)); - } } -void TestContacts(ECSWorld& world) +void MakeABunchaPGravitys(ECSWorld& world) { - for (int i = 0; i < 30; i++) + for (size_t i = 0; i < 8; i++) { - auto e = world.createEntity(); - e.addComponent(Vector3(RANDOM_FLOAT(-200.0f, 200.0f), RANDOM_FLOAT(-200.0f, 200.0f), RANDOM_FLOAT(-200.0f, 200.0f)), - Vector3(1, 1, 1), - Vector3(RANDOM_FLOAT(-180.0f, 180.0f), RANDOM_FLOAT(-180.0f, 180.0f), RANDOM_FLOAT(-180.0f, 180.0f))); - e.addComponent(); - e.addComponent(Vector3(RANDOM_FLOAT(-10.0f, 10.0f), RANDOM_FLOAT(-10.0f, 10.0f), RANDOM_FLOAT(-10.0f, 10.0f)), - Vector3(200, 200, 200)); - auto col = world.createEntity(); - if ((RANDOM_FLOAT(0.0f, 1.0f) >= 0.5f)) - { - col.addComponent(e, RANDOM_FLOAT(10.0f, 50.0f)); - } - else - { - col.addComponent(e, Vector3(RANDOM_FLOAT(30.0f, 70.0f), RANDOM_FLOAT(30.0f, 70.0f), RANDOM_FLOAT(30.0f, 70.0f))); - } + auto sphere = world.createEntity(); + sphere.addComponent(Vector3(20, 20, RANDOM_FLOAT(-20, 20))); + sphere.addComponent(Vector3(RANDOM_FLOAT(-10, 10), 0, RANDOM_FLOAT(-2, 2))); + sphere.addComponent(RANDOM_FLOAT(1, 6)); + sphere.addComponent(0); + sphere.addComponent(); } - /*for (int i = 0; i < 2; i++) - { - auto e = world.createEntity(); - e.addComponent(Vector3(50 * ( i % 2 == 0 ? -1 : 1), 0, 0)); - e.addComponent(); - e.addComponent(Vector3(10 * (i % 2 == 0 ? 1 : -1), 0, 0), Vector3(100, 100, 100)); - auto col = world.createEntity(); - col.addComponent(e, 30); - }*/ } -void TestCollision(ECSWorld& world) +void MakeABunchaBuouancys(ECSWorld& world) { - // Floor 1 - auto floor1 = world.createEntity(); - floor1.addComponent(Vector3(0, -50, 0), Vector3(1, 1, 1), Vector3(0, 0, 0)); - floor1.addComponent(100000.0f, 0.4f, 0.3f, Vector3(0, 0, 0), Vector3(0, 0, 0), 0); - auto floorCol1 = world.createEntity(); - floorCol1.addComponent(floor1, Vector3(1000, 10, 1000)); - - // Floor 2 - /*auto floor2 = world.createEntity(); - floor2.addComponent(Vector3(80, -50, 0), Vector3(1, 1, 1), Vector3(0, 0, 30)); - floor2.addComponent(10000.0f, 0.0f, 0.0f, Vector3(0, 0, 0), Vector3(0, 0, 0), 0); - auto floorCol2 = world.createEntity(); - floorCol2.addComponent(floor2, Vector3(300, 10, 300));*/ - - //// Object 1 - //auto object1 = world.createEntity(); - //object1.addComponent(Vector3(-30, 50, 0)); - //object1.addComponent(); - //auto objectCol1 = world.createEntity(); - //objectCol1.addComponent(object1, 10); - - // Object 2 - for (int i = 0; i < 40; i++) - { - auto object2 = world.createEntity(); - object2.addComponent(Vector3(RANDOM_FLOAT(-50.0f, 50.0f), 50, RANDOM_FLOAT(-50.0f, 50.0f)), Vector3(1, 1, 1), Vector3(RANDOM_FLOAT(0, 180), RANDOM_FLOAT(0, 180), RANDOM_FLOAT(0, 180))); - object2.addComponent(10.0f, 0.1f, 0.1f, Vector3(0, 0, 0), Vector3(0, 0, 0), 5); - auto objectCol2 = world.createEntity(); - objectCol2.addComponent(object2, Vector3(10, 10, 10)); - } + auto particle1 = world.createEntity(); + particle1.addComponent(Vector3(0, 0, 0)); + particle1.addComponent(Vector3(0, 0, 0)); + particle1.addComponent(1); + particle1.addComponent(1, 0); + particle1.addComponent(10, 0.005, 30, 1000.0f); + + auto particle2 = world.createEntity(); + particle2.addComponent(Vector3(3, 0, 6)); + particle2.addComponent(Vector3(0, 0, 0)); + particle2.addComponent(1); + particle2.addComponent(1, 0); + particle2.addComponent(10, 0.0005, 30, 1000.0f); } void SetupLights(ECSWorld& world) { auto l = world.createEntity(); l.addComponent(Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(90, 0, 0)); - l.addComponent(Color(0.00, 0.0, 0), Color::White, Color::Orange); + l.addComponent(Color(0.0, 0.1, 0.1), Color(0.0, 0.1, 0.1), Color(0.0, 0.1, 0.1)); // Lanterns auto pl1 = world.createEntity(); pl1.addComponent(Vector3(22, 14, 48.5f)); pl1.addComponent(100.0f, Color(0.1, 0, 0), Color(1.0f, 0.0f, 0.0f), Color(1.0f, 0.0f, 0.0f)); - pl1.addComponent(); auto hook = world.createEntity(); hook.addComponent(Vector3(23, 15, 48.0f)); - hook.addComponent(5, 1, pl1); hook = world.createEntity(); hook.addComponent(Vector3(22, 13.5f, 50.5f)); - hook.addComponent(5, 1, pl1); hook = world.createEntity(); hook.addComponent(Vector3(21, 12.5f, 47.5f)); - hook.addComponent(5, 1, pl1); auto pl2 = world.createEntity(); pl2.addComponent(Vector3(-14.5f, 14, 49.0f)); pl2.addComponent(100.0f, Color(0, 0, 0.1f), Color(0.0f, 0.0f, 1.0f), Color(0.0f, 0.0f, 1.0f)); - pl2.addComponent(); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f + 1, 14 - 1, 49.0f - 1)); - hook.addComponent(5, 1, pl2); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f - 0.5f, 14 + 1, 49.0f)); - hook.addComponent(5, 1, pl2); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f, 14 - 1, 49.0f + 1)); - hook.addComponent(5, 1, pl2); auto pl3 = world.createEntity(); pl3.addComponent(Vector3(22, 14, -62.0f)); pl3.addComponent(100.0f, Color(0, 0.1f, 0), Color(0.0f, 1.0f, 0.0f), Color(0.0f, 1.0f, 0.0f)); - pl3.addComponent(); hook = world.createEntity(); hook.addComponent(Vector3(22 - 1, 14 - 1, -62.0f)); - hook.addComponent(5, 1, pl3); hook = world.createEntity(); hook.addComponent(Vector3(22, 14 + 0.5f, -62.0f - 1)); - hook.addComponent(5, 1, pl3); hook = world.createEntity(); hook.addComponent(Vector3(22 + 1, 14, -62.0f + 0.5f)); - hook.addComponent(5, 1, pl3); auto pl4 = world.createEntity(); pl4.addComponent(Vector3(-14.5f, 14, -61.5f)); pl4.addComponent(100.0f, Color(0.1, 0.05, 0), Color(1.0f, 0.55f, 0.0f), Color(1.0f, 0.55f, 0.0f)); - pl4.addComponent(); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f - 1, 14, -61.5f -1)); - hook.addComponent(5, 1, pl4); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f - 0.25f, 14 - 0.5f, -61.5f + 1)); - hook.addComponent(5, 1, pl4); hook = world.createEntity(); hook.addComponent(Vector3(-14.5f + 0.5f, 14+ 1, -61.5f + 1)); - hook.addComponent(5, 1, pl4); // Spears std::vector cols = { Color(1,0,0), Color(0,1,0), Color(0,0,1), Color(0.7f,0.55f,0) }; @@ -645,7 +435,6 @@ void SetupLights(ECSWorld& world) pl1 = world.createEntity(); pl1.addComponent(Vector3((i % 2 == 0 ? 8 : -1), 85, 49.5f - 37 * j), Vector3(1, 1, 1), Vector3(180, 0, 0)); pl1.addComponent(10.0f, 100, Color(0, 0, 0), cols[3 - j], cols[3 - j], 5); - pl1.addComponent((i % 2 == 0 ? 1 : -1) * 100,100,100); } } } \ No newline at end of file diff --git a/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj b/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj index dbb8b45..c081481 100644 --- a/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj +++ b/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj @@ -1,480 +1,383 @@ - - - - - Debug - Win32 - - - Release - Win32 - - - Debug - x64 - - - Release - x64 - - - - 15.0 - {BF971B9A-9ACC-4B50-8E62-4CC32E780AA5} - OpenGLEngine - 10.0.17763.0 - - - - Application - true - v141 - MultiByte - - - Application - false - v141 - true - MultiByte - - - Application - true - v141 - MultiByte - - - Application - false - v141 - true - MultiByte - - - - - - - - - - - - - - - - - - - - - $(SolutionDir)\Include;$(IncludePath) - $(SolutionDir)Lib;$(LibraryPath) - - - - Level3 - Disabled - true - true - - - glfw3.lib;opengl32.lib;assimp-vc141-mtd.lib;freetype.lib;reactphysics3d.lib;%(AdditionalDependencies) - - - - - Level3 - Disabled - true - true - - - - - Level3 - MaxSpeed - true - true - true - true - - - true - true - - - - - Level3 - MaxSpeed - true - true - true - true - - - true - true - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 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{67DA6AB6-F800-4c08-8B7A-83BB121AAD01} - rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms - - - {f5f91895-769b-4e5d-ba26-2e5ae9b27d4b} - - - {4908f04b-fde2-4c3c-aee0-85a0d4fe4985} - - - {3e028a8c-baa4-4fc3-bd18-fe7b14239d28} - - - {db276a7f-edce-43c9-ae12-65e1b140881e} - - - {db2edee8-1859-4e65-b307-c403f18f9748} - - - {f8a9d179-76b0-4e0e-a76c-a1a25c3113a1} - - - {e52077c3-76ae-4886-a342-fbe29e147594} - - - {f1bb8739-5560-4299-ba72-675bd37e40e5} - - - {95539126-9b92-4bc9-a37c-8c78d512b869} - - - {09a9940b-c17f-43c0-becf-d8da8efa3d30} - - - {1a9d715c-69e4-4d0c-b881-159070a97fa6} - - - {3f5a8043-c367-47f5-bbe1-005323d21b00} - - - - - Source Files - - - Source Files - - - Mix - - - Mix - - - Mix - - - Mix - - - Mix - - - Rendering - - - Rendering - - - ECSCore - - - TestCS - - - Physics\Particles - - - Physics\Particles - - - Physics\Particles - - - Physics\Particles - - - Input - - - TestCS - - - Rendering - - - Rendering - - - Rendering - - - 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Physics\Rigidbody - - - Physics\Rigidbody - - - Physics\Rigidbody - - - Physics\Rigidbody - - - Physics\Rigidbody - - - Physics\Particles - - - Physics\Particles - - - Physics\Particles - - - Physics\Particles - - - Physics\Rigidbody - - - Physics\Rigidbody - - - TestCS - - - TestCS - - - Physics\Rigidbody - - - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - - Shaders - - + + + + + {4FC737F1-C7A5-4376-A066-2A32D752A2FF} + cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx + + + {93995380-89BD-4b04-88EB-625FBE52EBFB} + h;hh;hpp;hxx;hm;inl;inc;ipp;xsd + + + {67DA6AB6-F800-4c08-8B7A-83BB121AAD01} + rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms + + + {f5f91895-769b-4e5d-ba26-2e5ae9b27d4b} + + + {4908f04b-fde2-4c3c-aee0-85a0d4fe4985} + + + {3e028a8c-baa4-4fc3-bd18-fe7b14239d28} + + + {db276a7f-edce-43c9-ae12-65e1b140881e} + + + {db2edee8-1859-4e65-b307-c403f18f9748} + + + {f8a9d179-76b0-4e0e-a76c-a1a25c3113a1} + + + {e52077c3-76ae-4886-a342-fbe29e147594} + + + {f1bb8739-5560-4299-ba72-675bd37e40e5} + + + {95539126-9b92-4bc9-a37c-8c78d512b869} + + + {09a9940b-c17f-43c0-becf-d8da8efa3d30} + + + {3f5a8043-c367-47f5-bbe1-005323d21b00} + + + {3b57134f-d90e-46bd-8888-c0777df6a173} + + + {2a1ab3ed-c9b4-469a-8efb-a6ad96814ca1} + + + {a47e3b81-90db-42eb-a5f1-e5a072f9b973} + + + {05f83a53-3654-4ae0-99f7-3b5b0131942b} + + + {4c54bdb5-bf1a-46eb-97aa-4ad2f029416e} + + + {26df7371-0611-42cd-b6e5-2556995c23d7} + + + {450db6dd-aab6-47c9-9ec6-f2eeb0d9e4c4} + + + {f5276c0e-81a6-4995-b57c-3d0d1787217a} + + + {4d750532-1d88-4991-87bd-7cd1904bc1c0} + + + {f07a350c-6065-4522-b9b7-953b646272ba} + + + + + Source Files + + + Source Files + + + Mix + + + Mix + + + Mix + + + Mix + + + Mix + + + Rendering + + + Rendering + + + ECSCore + + + Input + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + TestCS + + + TestCS + + + Physics\Particles + + + Physics\Particles + + + TestCS\FireWorksDemo + + + Physics\Particles\ForceGenerators\Gravity + + + Physics\Particles\ForceGenerators\Drag + + + Physics\Particles\ForceGenerators\FixedSpring + + + Physics\Particles\PairedSpring + + + Physics\Particles + + + Physics\Particles + + + TestCS\ParticleSphereDemo + + + Physics\Bungee + + + Physics\Buoyancy + + + Physics\Body + + + + + Source Files + + + Header Files + + + ECSCore + + + Rendering + + + ComponentsCore + + + ECSCore + + + Mix + + + Mix + + + Mix + + + Mix + + + Mix + + + Mix + + + Mix + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + ECSCore + + + Input + + + Input + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + Rendering + + + TestCS + + + TestCS + + + TestCS + + + TestCS + + + Physics\Particles + + + Physics\Particles + + + Physics\Particles + + + Physics\Particles + + + TestCS\FireWorksDemo + + + TestCS\FireWorksDemo + + + Physics\Particles\ForceGenerators\Gravity + + + Physics\Particles\ForceGenerators\Gravity + + + Physics\Particles\ForceGenerators\Drag + + + Physics\Particles\ForceGenerators\Drag + + + Physics\Particles\ForceGenerators\FixedSpring + + + Physics\Particles\ForceGenerators\FixedSpring + + + Physics\Particles\PairedSpring + + + Physics\Particles\PairedSpring + + + Physics\Particles + + + Physics\Particles + + + TestCS\ParticleSphereDemo + + + TestCS\ParticleSphereDemo + + + Physics\Bungee + + + Physics\Bungee + + + Physics\Buoyancy + + + Physics\Buoyancy + + + Physics\Body + + + Physics\Body + + + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + + Shaders + + \ No newline at end of file diff --git a/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj.user b/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj.user new file mode 100644 index 0000000..0f14913 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/OpenGLEngine.vcxproj.user @@ -0,0 +1,4 @@ + + + + \ No newline at end of file diff --git a/OpenGLEngine/OpenGLEngine/PGravityComponent.h b/OpenGLEngine/OpenGLEngine/PGravityComponent.h new file mode 100644 index 0000000..82b9116 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/PGravityComponent.h @@ -0,0 +1,13 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct PGravityComponent + { + PGravityComponent() + { + + } + }; +} diff --git a/OpenGLEngine/OpenGLEngine/PGravitySystem.cpp b/OpenGLEngine/OpenGLEngine/PGravitySystem.cpp new file mode 100644 index 0000000..577c8ad --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/PGravitySystem.cpp @@ -0,0 +1,37 @@ +#include "PGravitySystem.h" +#include "ForceAccumulatorComponent.h" +#include "TransformComponent.h" + +namespace Reality +{ + PGravitySystem::PGravitySystem() + { + requireComponent(); + requireComponent(); + } + + void PGravitySystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& ForceAcc = e.getComponent(); + + if (e.hasComponent()) + { + for (auto obj : getEntities()) + { + auto& ForceAcc2 = obj.getComponent(); + if (obj.hasComponent() && obj != e) + { + glm::vec3 Length = obj.getComponent().position - e.getComponent().position; + float force = 3.0f * (ForceAcc.mass * ForceAcc2.mass) / glm::length(Length); + glm::vec3 dir = glm::normalize(Length); + + ForceAcc.AddForce(force * dir); + } + } + + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/PGravitySystem.h b/OpenGLEngine/OpenGLEngine/PGravitySystem.h new file mode 100644 index 0000000..dcbfe09 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/PGravitySystem.h @@ -0,0 +1,13 @@ +#pragma once +#include "ECSConfig.h" +#include "PGravityComponent.h" + +namespace Reality +{ + class PGravitySystem : public ECSSystem + { + public: + PGravitySystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/PairedSpringComponent.h b/OpenGLEngine/OpenGLEngine/PairedSpringComponent.h index 88bf9a9..0511892 100644 --- a/OpenGLEngine/OpenGLEngine/PairedSpringComponent.h +++ b/OpenGLEngine/OpenGLEngine/PairedSpringComponent.h @@ -5,11 +5,20 @@ namespace Reality { struct PairedSpringComponent { - PairedSpringComponent(float _springConstant = 10, float _restLength = 10, ECSEntity a = ECSEntity(), ECSEntity b = ECSEntity()) - :springConstant(_springConstant), restLength(_restLength), entityA(a), entityB(b) {} + PairedSpringComponent(float _springConstant = 10.0f, + float _restLength = 10.0f, + ECSEntity _connectedEntityA = ECSEntity(), + ECSEntity _connectedEntityB = ECSEntity()) + : springConstant(_springConstant), + restLength(_restLength), + connectedEntityA(_connectedEntityA), + connectedEntityB(_connectedEntityB) + { + + } float springConstant; float restLength; - ECSEntity entityA; - ECSEntity entityB; + ECSEntity connectedEntityA; + ECSEntity connectedEntityB; }; -} \ No newline at end of file +} diff --git a/OpenGLEngine/OpenGLEngine/PairedSpringSystem.cpp b/OpenGLEngine/OpenGLEngine/PairedSpringSystem.cpp new file mode 100644 index 0000000..70e7b38 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/PairedSpringSystem.cpp @@ -0,0 +1,61 @@ +#include "PairedSpringSystem.h" +#include "TransformComponent.h" +#include "ForceAccumulatorComponent.h" + +namespace Reality +{ + PairedSpringSystem::PairedSpringSystem() + { + requireComponent(); + } + + void PairedSpringSystem::Update(float deltaTime) + { + for (auto e : getEntities()) + { + auto& spring = e.getComponent(); + + if (spring.connectedEntityA.hasComponent() + && spring.connectedEntityB.hasComponent()) + { + auto& transformA = spring.connectedEntityA.getComponent(); + auto& transformB = spring.connectedEntityB.getComponent(); + + Vector3 relativePosition = transformA.position - transformB.position; + float length = glm::length(relativePosition); + if (length > 0) + { + float deltaL = length - spring.restLength; + Vector3 force = -glm::normalize(relativePosition); + force *= spring.springConstant * deltaL; + + if (spring.connectedEntityA.hasComponent()) + { + spring.connectedEntityA.getComponent().AddForce(force); + } + if (spring.connectedEntityB.hasComponent()) + { + spring.connectedEntityB.getComponent().AddForce(-force); + } + + float g = 1.0f / (1.0f + pow(abs(deltaL), 0.5f)); + float r = 1 - g; + + Color col = Color(r, g, 0, 1); + + float deltaLength = length / 10.0f; + Vector3 direction = glm::normalize(relativePosition); + for (int i = 0; i < 10; i++) + { + getWorld().data.renderUtil->DrawCube( + transformB.position + (float)i * deltaLength * direction, + Vector3(1.0f, 1.0f, 1.0f) * min((spring.restLength / 20.0f), 100.0f), Vector3(0, 0, 0), col); + } + getWorld().data.renderUtil->DrawLine(transformA.position, transformB.position, + col); + } + + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/PairedSpringSystem.h b/OpenGLEngine/OpenGLEngine/PairedSpringSystem.h new file mode 100644 index 0000000..5cf0204 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/PairedSpringSystem.h @@ -0,0 +1,13 @@ +#pragma once +#include "ECSConfig.h" +#include "PairedSpringComponent.h" + +namespace Reality +{ + class PairedSpringSystem : public ECSSystem + { + public: + PairedSpringSystem(); + void Update(float deltaTime); + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleComponent.h b/OpenGLEngine/OpenGLEngine/ParticleComponent.h index 3c7e057..2580c48 100644 --- a/OpenGLEngine/OpenGLEngine/ParticleComponent.h +++ b/OpenGLEngine/OpenGLEngine/ParticleComponent.h @@ -5,30 +5,12 @@ namespace Reality { struct ParticleComponent { - ParticleComponent(float mass = 1.0f, Vector3 _velocity = Vector3(0,0,0), float _gravityScale = 1) : - velocity(_velocity), gravityScale(_gravityScale) + ParticleComponent(Vector3 _velocity = Vector3(0, 0, 0)) + :velocity(_velocity), acceleration(Vector3(0, 0, 0)) { - inverseMass = 1 / mass; - accelaration = Vector3(0, 0, 0); - forceAccumulator = Vector3(0, 0, 0); + } + Vector3 acceleration; Vector3 velocity; - Vector3 accelaration; - float inverseMass; - float gravityScale; - inline void AddForce(Vector3 force) - { - forceAccumulator += force; - } - inline Vector3 GetForce() - { - return forceAccumulator; - } - inline void ResetForceAccumulator() - { - forceAccumulator = Vector3(0, 0, 0); - } - private: - Vector3 forceAccumulator; }; } diff --git a/OpenGLEngine/OpenGLEngine/ParticleContactEvent.cpp b/OpenGLEngine/OpenGLEngine/ParticleContactEvent.cpp new file mode 100644 index 0000000..132dd75 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ParticleContactEvent.cpp @@ -0,0 +1,17 @@ +#include "ParticleContactEvent.h" + +namespace Reality +{ + ParticleContactEvent::ParticleContactEvent() + { + + } + + void ParticleContactEvent::Update(float deltaTime) + { + for (auto e : getEntities()) + { + + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleContactEvent.h b/OpenGLEngine/OpenGLEngine/ParticleContactEvent.h new file mode 100644 index 0000000..7928b89 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ParticleContactEvent.h @@ -0,0 +1,27 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct ParticleContactEvent + { + ParticleContactEvent(ECSEntity _entityA = ECSEntity(), + ECSEntity _entityB = ECSEntity(), + float _restitution = 1.0f, + Vector3 _normal = Vector3(0, 1.0f, 0), + float _penetration= 0.0f) + : entityA(_entityA), + entityB(_entityB), + restitution(_restitution), + normal(_normal), + penetration(_penetration) + { + + } + ECSEntity entityA; + ECSEntity entityB; + float restitution; + Vector3 normal; + float penetration; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.cpp b/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.cpp index 42c892a..fcb42b9 100644 --- a/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.cpp +++ b/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.cpp @@ -1,186 +1,69 @@ -#include "ParticleContactResolutionSystem.h" -#include "ParticleComponent.h" -#include "TransformComponent.h" - -namespace Reality -{ - ParticleContactResolutionSystem::ParticleContactResolutionSystem() - { - requireComponent(); - } - - float ParticleContactResolutionSystem::CalculateSeparatingVelocity(ParticleContactComponent& contact) - { - Vector3 velocityA = contact.entityA.hasComponent() ? contact.entityA.getComponent().velocity : Vector3(0, 0, 0); - Vector3 velocityB = contact.entityB.hasComponent() ? contact.entityB.getComponent().velocity : Vector3(0, 0, 0); - Vector3 relativeVel = velocityA - velocityB; - return glm::dot(relativeVel, contact.normal); - } - - void ParticleContactResolutionSystem::ResolveVelocity(ParticleContactComponent& contact, float deltaTime) - { - float separatingVelocity = CalculateSeparatingVelocity(contact); - - if (separatingVelocity > 0) - { - return; - } - - bool isAvalid = contact.entityA.hasComponent(); - bool isBvalid = contact.entityB.hasComponent(); - float invM1 = isAvalid ? contact.entityA.getComponent().inverseMass : 0; - float invM2 = isBvalid ? contact.entityB.getComponent().inverseMass : 0; - - - float newSeparatingVelocity = -separatingVelocity * contact.restitution; - - // Check the velocity build up due to accelaration only - Vector3 accCausedVelocity = Vector3(0, 0, 0); - if (isAvalid) - { - accCausedVelocity += contact.entityA.getComponent().accelaration; - } - if (isBvalid) - { - accCausedVelocity -= contact.entityB.getComponent().accelaration; - } - float accCausedSepVelocity = glm::dot(accCausedVelocity, contact.normal) * deltaTime; - - // If we have a closing velocity due to accelaration build up, - // remove it from new separating velocity - if (accCausedSepVelocity < 0) - { - newSeparatingVelocity += contact.restitution * accCausedSepVelocity; - if (newSeparatingVelocity < 0) - { - newSeparatingVelocity = 0; - } - } - - float deltaVelocity = newSeparatingVelocity - separatingVelocity; - - float totalInverseMass = invM1 + invM2; - - if (totalInverseMass <= 0) - { - return; - } - - float impulse = deltaVelocity / totalInverseMass; - - Vector3 impulsePerIMass = contact.normal * impulse; - - if (isAvalid) - { - contact.entityA.getComponent().velocity += impulsePerIMass * invM1; - } - if (isBvalid) - { - contact.entityB.getComponent().velocity -= impulsePerIMass * invM2; - } - } - - void ParticleContactResolutionSystem::ResolveInterpenetration(ParticleContactComponent& contact) - { - if (contact.penetration <= 0) - { - return; - } - - bool isAvalid = contact.entityA.hasComponent(); - bool isBvalid = contact.entityB.hasComponent(); - float invM1 = isAvalid ? contact.entityA.getComponent().inverseMass : 0; - float invM2 = isBvalid ? contact.entityB.getComponent().inverseMass : 0; - - float totalInverseMass = invM1 + invM2; - - if (totalInverseMass <= 0) - { - return; - } - - Vector3 movePerMass = contact.normal * (-contact.penetration / totalInverseMass); - contact.deltaMovePerMass = movePerMass; - if (isAvalid) - { - contact.entityA.getComponent().position -= movePerMass * invM1; - } - - if (isBvalid) - { - contact.entityB.getComponent().position += movePerMass * invM2; - } - //contact.penetration = 0; - } - - void ParticleContactResolutionSystem::UpdateInterpenetration(ParticleContactComponent & bestContact, ParticleContactComponent & contact) - { - bool isAvalid = contact.entityA.hasComponent(); - bool isBvalid = contact.entityB.hasComponent(); - float invM1 = isAvalid ? contact.entityA.getComponent().inverseMass : 0; - float invM2 = isBvalid ? contact.entityB.getComponent().inverseMass : 0; - if (bestContact.entityA == contact.entityA || bestContact.entityB == contact.entityA) - { - float mult = bestContact.entityA == contact.entityA ? -1 : 1; - Vector3 deltaMove = mult * bestContact.deltaMovePerMass * invM1; - float deltaPenetration = glm::dot(deltaMove, contact.normal); - contact.penetration -= deltaPenetration; - } - if (bestContact.entityB == contact.entityB || bestContact.entityA == contact.entityB) - { - float mult = bestContact.entityA == contact.entityB ? -1 : 1; - Vector3 deltaMove = mult * bestContact.deltaMovePerMass * invM2; - float deltaPenetration = glm::dot(deltaMove, contact.normal); - contact.penetration += deltaPenetration; - } - } - - void ParticleContactResolutionSystem::Update(float deltaTime) - { - iterationsUsed = 0; - iterations = getEntities().size() * 2; - - if (getEntities().size() > 0) - { - unsigned int bestContactIndex = 0; - unsigned int lastBest = 0; - while (iterationsUsed < iterations) - { - // Find the contact with the largest closing velocity - float max = 0; - for (int i = 0; i < getEntities().size(); i++) - { - auto e = getEntities()[i]; - auto &contact = e.getComponent(); - if (iterationsUsed > 0) - { - UpdateInterpenetration(getEntities()[lastBest].getComponent(), contact); - } - float sepVel = CalculateSeparatingVelocity(contact); - if (sepVel < max) - { - max = sepVel; - bestContactIndex = i; - } - } - if (max >= 0) - { - break; - } - auto& bestContact = getEntities()[bestContactIndex].getComponent(); - ResolveVelocity(bestContact, deltaTime); - ResolveInterpenetration(bestContact); - lastBest = bestContactIndex; - iterationsUsed++; - } - - for (auto e : getEntities()) - { - e.kill(); - } - } - - - - } -} +#include "ParticleContactResolutionSystem.h" +#include "ParticleComponent.h" +#include "ForceAccumulatorComponent.h" + +namespace Reality +{ + ParticleContactResolutionSystem::ParticleContactResolutionSystem() + { + + } + + void ParticleContactResolutionSystem::Update(float deltaTime) + { + auto contactEvents = getWorld().getEventManager().getEvents(); + for (auto& contact : contactEvents) + { + ResolveVelocity(contact, deltaTime); + } + } + float ParticleContactResolutionSystem::CalculateSeparatingVelocity(ParticleContactEvent& contact) + { + Vector3 velocityA = contact.entityA.hasComponent() ? + contact.entityA.getComponent().velocity : Vector3(0, 0, 0); + + Vector3 velocityB = contact.entityB.hasComponent() ? + contact.entityA.getComponent().velocity : Vector3(0, 0, 0); + + Vector3 relativeVelocity = velocityA - velocityB; + + return glm::dot(relativeVelocity, contact.normal); + } + void ParticleContactResolutionSystem::ResolveVelocity(ParticleContactEvent& contact, float deltaTime) + { + float initialSeparatingVelocity = CalculateSeparatingVelocity(contact); + + if (initialSeparatingVelocity >= 0) + { + return; + } + float finalSepartingVelocity = contact.restitution + initialSeparatingVelocity; + float deitaVelocity = finalSepartingVelocity - initialSeparatingVelocity; + + float invMA = contact.entityA.hasComponent() ? + contact.entityA.getComponent().inverseMass:0; + float invMB = contact.entityB.hasComponent() ? + contact.entityA.getComponent().inverseMass : 0; + + float totalInverseMass = invMA + invMB; + + if (totalInverseMass <= 0) + { + return; + } + + float impulse = deitaVelocity / totalInverseMass; + Vector3 impulsePerIMass = impulse * contact.normal; + + if (contact.entityA.hasComponent()) + { + contact.entityA.getComponent().velocity += impulsePerIMass * invMA; + } + + if (contact.entityB.hasComponent()) + { + contact.entityB.getComponent().velocity -= impulsePerIMass * invMB; + } + + } +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.h b/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.h index ff0daa1..c3a9506 100644 --- a/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.h +++ b/OpenGLEngine/OpenGLEngine/ParticleContactResolutionSystem.h @@ -1,21 +1,17 @@ -#pragma once -#include "ECSConfig.h" -#include "ParticleContactComponent.h" - -namespace Reality -{ - class ParticleContactResolutionSystem : public ECSSystem - { - public: - ParticleContactResolutionSystem(); - void Update(float deltaTime); - unsigned int iterations = 1; - private: - float CalculateSeparatingVelocity(ParticleContactComponent& contact); - void ResolveVelocity(ParticleContactComponent& contact, float deltaTime); - void ResolveInterpenetration(ParticleContactComponent& contact); - void UpdateInterpenetration(ParticleContactComponent& bestContact, ParticleContactComponent& contact); - unsigned int iterationsUsed = 0; - }; -} - +#pragma once +#include "ECSConfig.h" +#include "ParticleContactEvent.h" + +namespace Reality +{ + class ParticleContactResolutionSystem : public ECSSystem + { + public: + ParticleContactResolutionSystem(); + void Update(float deltaTime); + private: + float CalculateSeparatingVelocity(ParticleContactEvent& contact); + void ResolveVelocity(ParticleContactEvent& contact, float deltaTime); + + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleSphereComponent.h b/OpenGLEngine/OpenGLEngine/ParticleSphereComponent.h new file mode 100644 index 0000000..6df6a96 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ParticleSphereComponent.h @@ -0,0 +1,15 @@ +#pragma once +#include "ECSConfig.h" + +namespace Reality +{ + struct ParticleSphereComponent + { + ParticleSphereComponent(float _radius = 1.0f) + : radius(_radius) + { + + } + float radius; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.cpp b/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.cpp new file mode 100644 index 0000000..e660330 --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.cpp @@ -0,0 +1,76 @@ +#include "ParticleSphereSystem.h" +#include "ParticleContactEvent.h" + +namespace Reality +{ + ParticleSphereSystem::ParticleSphereSystem() + { + requireComponent(); + requireComponent(); + } + + void ParticleSphereSystem::Update(float deltaTime) + { + if (!Creatawall) + { + wallDummy = getWorld().createEntity(); + } + + + for (auto e : getEntities()) + { + auto& transform = e.getComponent(); + auto& sphere = e.getComponent(); + if (DEBUG_LOG_LEVEL > 0) + { + + getWorld().data.renderUtil->DrawCube(transform.position, glm::vec3(20, 20, 20), transform.orientation, Color::Orange); + } + + if (abs(transform.position.y) + sphere.radius >= 10) + { + Vector3 normal = Vector3(0, transform.position.y > 0 ? -1 : 1, 0); + float penetration = abs(transform.position.y) + sphere.radius - 10; + + getWorld().getEventManager().emitEvent(e, wallDummy, 1.0f, + normal, + penetration); + + //getWorld().data.renderUtil->DrawLine( + // transform.position - normal * sphere.radius, + // transform.position - normal * (sphere.radius - penetration), + // Color::Red); + } + + if (abs(transform.position.x) + sphere.radius >= 10) + { + Vector3 normal = Vector3(0, transform.position.x > 0 ? -1 : 1, 0); + float penetration = abs(transform.position.x) + sphere.radius - 10; + + getWorld().getEventManager().emitEvent(e, wallDummy, 1.0f, + normal, + penetration); + + //getWorld().data.renderUtil->DrawLine( + // transform.position - normal * sphere.radius, + // transform.position - normal * (sphere.radius - penetration), + // Color::Red); + } + + if (abs(transform.position.z) + sphere.radius >= 10) + { + Vector3 normal = Vector3(0, transform.position.z > 0 ? -1 : 1, 0); + float penetration = abs(transform.position.z) + sphere.radius - 10; + + getWorld().getEventManager().emitEvent(e, wallDummy, 1.0f, + normal, + penetration); + + //getWorld().data.renderUtil->DrawLine( + // transform.position - normal * sphere.radius, + // transform.position - normal * (sphere.radius - penetration), + // Color::Red); + } + } + } +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.h b/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.h new file mode 100644 index 0000000..936a9fe --- /dev/null +++ b/OpenGLEngine/OpenGLEngine/ParticleSphereSystem.h @@ -0,0 +1,17 @@ +#pragma once +#include "ECSConfig.h" +#include "ParticleSphereComponent.h" +#include "TransformComponent.h" + +namespace Reality +{ + class ParticleSphereSystem : public ECSSystem + { + public: + ParticleSphereSystem(); + void Update(float deltaTime); + private: + bool Creatawall = false; + ECSEntity wallDummy; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/ParticleSystem.cpp b/OpenGLEngine/OpenGLEngine/ParticleSystem.cpp index 41744a2..c9b3b97 100644 --- a/OpenGLEngine/OpenGLEngine/ParticleSystem.cpp +++ b/OpenGLEngine/OpenGLEngine/ParticleSystem.cpp @@ -1,6 +1,5 @@ #include "ParticleSystem.h" - namespace Reality { ParticleSystem::ParticleSystem() @@ -13,21 +12,16 @@ namespace Reality { for (auto e : getEntities()) { - auto &particle = e.getComponent(); - auto &transform = e.getComponent(); + auto& transform = e.getComponent(); + auto& particle = e.getComponent(); + + particle.velocity += particle.acceleration * deltaTime; + transform.position += particle.velocity * deltaTime; - // HACK for bounce - if (transform.position.y <= -10) + if (DEBUG_LOG_LEVEL > 0) { - //particle.velocity.y = -particle.velocity.y; - //e.kill(); + getWorld().data.renderUtil->DrawSphere(transform.position); } - - // Update velocity from accelarartion - particle.velocity += particle.accelaration * deltaTime; - - // Update position from velocity - transform.position += particle.velocity * deltaTime; } } } diff --git a/OpenGLEngine/OpenGLEngine/ParticleSystem.h b/OpenGLEngine/OpenGLEngine/ParticleSystem.h index 4c69212..2c926e8 100644 --- a/OpenGLEngine/OpenGLEngine/ParticleSystem.h +++ b/OpenGLEngine/OpenGLEngine/ParticleSystem.h @@ -12,4 +12,3 @@ namespace Reality void Update(float deltaTime); }; } - diff --git a/OpenGLEngine/OpenGLEngine/RotateComponent.h b/OpenGLEngine/OpenGLEngine/RotateComponent.h index ecc5968..bde45b6 100644 --- a/OpenGLEngine/OpenGLEngine/RotateComponent.h +++ b/OpenGLEngine/OpenGLEngine/RotateComponent.h @@ -1,9 +1,15 @@ #pragma once -struct RotateComponent +#include "ECSConfig.h" + +namespace Reality { - float xRot; - float yRot; - float zRot; - RotateComponent(float x = 0, float y = 0, float z = 0) - : xRot(x), yRot(y), zRot(z) {} -}; + struct RotateComponent + { + RotateComponent(Vector3 _rotationVelocity = Vector3(0, 0, 0)) + : rotationVelocity(_rotationVelocity) + { + + } + Vector3 rotationVelocity; + }; +} diff --git a/OpenGLEngine/OpenGLEngine/RotateSystem.cpp b/OpenGLEngine/OpenGLEngine/RotateSystem.cpp index 6bd16a0..19146ff 100644 --- a/OpenGLEngine/OpenGLEngine/RotateSystem.cpp +++ b/OpenGLEngine/OpenGLEngine/RotateSystem.cpp @@ -1,20 +1,21 @@ #include "RotateSystem.h" -RotateSystem::RotateSystem() +namespace Reality { - requireComponent(); - requireComponent(); -} + RotateSystem::RotateSystem() + { + requireComponent(); + requireComponent(); + } -void RotateSystem::Update(float deltaTime) -{ - for (auto e : getEntities()) + void RotateSystem::Update(float deltaTime) { - auto &rotate = e.getComponent(); - auto &transform = e.getComponent(); + for (auto e : getEntities()) + { + auto& transform = e.getComponent(); + auto& rotate = e.getComponent(); - transform.eulerAngles.x += rotate.xRot * deltaTime; - transform.eulerAngles.y += rotate.yRot * deltaTime; - transform.eulerAngles.z += rotate.zRot * deltaTime; + transform.eulerAngles += rotate.rotationVelocity * deltaTime; + } } } diff --git a/OpenGLEngine/OpenGLEngine/RotateSystem.h b/OpenGLEngine/OpenGLEngine/RotateSystem.h index 1a9cc29..76a4255 100644 --- a/OpenGLEngine/OpenGLEngine/RotateSystem.h +++ b/OpenGLEngine/OpenGLEngine/RotateSystem.h @@ -3,11 +3,12 @@ #include "TransformComponent.h" #include "RotateComponent.h" -using namespace Reality; -class RotateSystem : public ECSSystem +namespace Reality { -public: - RotateSystem(); - void Update(float deltaTime); -}; - + class RotateSystem : public ECSSystem + { + public: + RotateSystem(); + void Update(float deltaTime); + }; +} From 1af9febfa855b4ae3ae64dc376bb3ce4c1e30f49 Mon Sep 17 00:00:00 2001 From: MrGeorgeG <56738462+MrGeorgeG@users.noreply.github.com> Date: Tue, 31 Mar 2020 23:42:25 -0400 Subject: [PATCH 2/2] Create Game3002-Assignment-3 --- Game3002-Assignment-3 | 1 + 1 file changed, 1 insertion(+) create mode 100644 Game3002-Assignment-3 diff --git a/Game3002-Assignment-3 b/Game3002-Assignment-3 new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/Game3002-Assignment-3 @@ -0,0 +1 @@ +