mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 02:12:45 +01:00
Refactor VisualFX and fix memory leaks
This commit is contained in:
parent
f95427c136
commit
e8fe8b614a
@ -497,15 +497,30 @@ void GameWorld::destroyQueuedObjects() {
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}
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}
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VisualFX* GameWorld::createEffect(VisualFX::EffectType type) {
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auto effect = new VisualFX(type);
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effects.push_back(effect);
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return effect;
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LightFX& GameWorld::createLightEffect() {
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auto effect = std::make_unique<LightFX>();
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auto& ref = *effect;
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effects.push_back(std::move(effect));
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return ref;
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}
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void GameWorld::destroyEffect(VisualFX* effect) {
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ParticleFX& GameWorld::createParticleEffect() {
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auto effect = std::make_unique<ParticleFX>();
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auto& ref = *effect;
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effects.push_back(std::move(effect));
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return ref;
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}
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TrailFX& GameWorld::createTrailEffect() {
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auto effect = std::make_unique<TrailFX>();
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auto& ref = *effect;
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effects.push_back(std::move(effect));
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return ref;
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}
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void GameWorld::destroyEffect(VisualFX& effect) {
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for (auto it = effects.begin(); it != effects.end();) {
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if (*it == effect) {
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if (it->get() == &effect) {
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it = effects.erase(it);
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} else {
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it++;
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@ -833,6 +848,20 @@ bool GameWorld::isPaused() const {
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return paused;
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}
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void GameWorld::updateEffects() {
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for (int i = 0; i < static_cast<int>(effects.size()); ++i) {
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auto& effect = effects[i];
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if (effect->getType() == Particle) {
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auto particle = static_cast<ParticleFX*>(effect.get());
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if (particle->lifetime < 0.f) continue;
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if (getGameTime() >= particle->starttime + particle->lifetime) {
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destroyEffect(*particle);
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--i;
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}
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}
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}
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}
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VehicleObject* GameWorld::tryToSpawnVehicle(VehicleGenerator& gen) {
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constexpr float kMinClearRadius = 10.f;
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@ -179,14 +179,24 @@ public:
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void doWeaponScan(const WeaponScan& scan);
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/**
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* Allocates a new VisualFX of the given type
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* Allocates a new Light Effect
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*/
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VisualFX* createEffect(VisualFX::EffectType type);
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LightFX& createLightEffect();
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/**
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* Allocates a new Particle Effect
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*/
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ParticleFX& createParticleEffect();
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/**
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* Allocates a new Trail Effect
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*/
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TrailFX& createTrailEffect();
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/**
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* Immediately destoys the given effect
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*/
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void destroyEffect(VisualFX* effect);
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void destroyEffect(VisualFX& effect);
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/**
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* Returns the current hour
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@ -296,7 +306,7 @@ public:
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* Visual Effects
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* @todo Consider using lighter handing mechanism
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*/
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std::vector<VisualFX*> effects;
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std::vector<std::unique_ptr<VisualFX>> effects;
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/**
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* Randomness Engine
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@ -364,6 +374,11 @@ public:
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void setPaused(bool pause);
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bool isPaused() const;
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/**
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* Clean up old VisualFX
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*/
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void updateEffects();
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/**
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* Attempt to spawn a vehicle at a vehicle generator
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*/
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@ -92,6 +92,7 @@ PickupObject::BehaviourFlags PickupObject::defaultBehaviourFlags(
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PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
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BaseModelInfo* modelinfo, PickupType type)
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: GameObject(world, position, glm::quat{1.0f, 0.0f, 0.0f, 0.0f}, modelinfo)
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, m_corona(world->createParticleEffect())
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, m_type(type) {
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btTransform tf;
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tf.setIdentity();
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@ -134,19 +135,18 @@ PickupObject::PickupObject(GameWorld* world, const glm::vec3& position,
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else if (modelinfo->name == "health" || modelinfo->name == "bonus")
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m_colourId = 13;
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m_corona = world->createEffect(VisualFX::Particle);
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m_corona->particle.position = getPosition();
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m_corona->particle.direction = glm::vec3(0.f, 0.f, 1.f);
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m_corona->particle.orientation = VisualFX::ParticleData::Camera;
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m_corona.position = getPosition();
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m_corona.direction = glm::vec3(0.f, 0.f, 1.f);
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m_corona.orientation = ParticleFX::Camera;
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// @todo float package should float on the water
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if (m_type == FloatingPackage) {
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// verify offset and texture?
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m_corona->particle.position += glm::vec3(0.f, 0.f, 0.7f);
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m_corona->particle.texture =
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m_corona.position += glm::vec3(0.f, 0.f, 0.7f);
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m_corona.texture =
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engine->data->findSlotTexture("particle", "coronastar");
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} else {
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m_corona->particle.texture =
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m_corona.texture =
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engine->data->findSlotTexture("particle", "coronaringa");
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}
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@ -162,7 +162,6 @@ PickupObject::~PickupObject() {
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if (m_ghost) {
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setEnabled(false);
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engine->destroyEffect(m_corona);
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delete m_corona;
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delete m_ghost;
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delete m_shape;
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}
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@ -197,7 +196,7 @@ void PickupObject::tick(float dt) {
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float red = (*colour >> 16) & 0xFF;
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float green = (*colour >> 8) & 0xFF;
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float blue = *colour & 0xFF;
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m_corona->particle.colour =
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m_corona.colour =
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glm::vec4(red / 255.f, green / 255.f, blue / 255.f, 1.f) * colourValue;
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if (m_enabled) {
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@ -258,10 +257,10 @@ void PickupObject::setEnabled(bool enabled) {
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if (!m_enabled && enabled) {
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engine->dynamicsWorld->addCollisionObject(
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m_ghost, btBroadphaseProxy::SensorTrigger);
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m_corona->particle.size = glm::vec2(1.5f, 1.5f);
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m_corona.size = glm::vec2(1.5f, 1.5f);
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} else if (m_enabled && !enabled) {
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engine->dynamicsWorld->removeCollisionObject(m_ghost);
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m_corona->particle.size = glm::vec2(0.f, 0.f);
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m_corona.size = glm::vec2(0.f, 0.f);
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}
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m_enabled = enabled;
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@ -6,8 +6,10 @@
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#include <rw/debug.hpp>
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#include <render/VisualFX.hpp>
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#include <objects/GameObject.hpp>
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class btPairCachingGhostObject;
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class btSphereShape;
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@ -119,7 +121,7 @@ private:
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bool m_enabled = false;
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float m_enableTimer = 0.f;
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bool m_collected = false;
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VisualFX* m_corona = nullptr;
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ParticleFX& m_corona;
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short m_colourId = 0;
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bool respawn = false;
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float respawnTime{};
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@ -7,7 +7,6 @@
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#include "data/WeaponData.hpp"
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#include "engine/GameData.hpp"
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#include "engine/GameWorld.hpp"
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#include "render/VisualFX.hpp"
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void ProjectileObject::checkPhysicsContact() {
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btManifoldArray manifoldArray;
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@ -77,17 +76,17 @@ void ProjectileObject::explode() {
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0.f});
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}
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auto tex = engine->data->findSlotTexture("particle", "explo02");
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auto& explosion = engine->createParticleEffect();
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auto explosion = engine->createEffect(VisualFX::Particle);
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explosion->particle.size = glm::vec2(exp_size);
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explosion->particle.texture = tex;
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explosion->particle.starttime = engine->getGameTime();
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explosion->particle.lifetime = 0.5f;
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explosion->particle.orientation = VisualFX::ParticleData::Camera;
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explosion->particle.colour = glm::vec4(1.0f);
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explosion->particle.position = getPosition();
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explosion->particle.direction = glm::vec3(0.f, 0.f, 1.f);
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auto tex = engine->data->findSlotTexture("particle", "explo02");
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explosion.texture = tex;
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explosion.size = glm::vec2(exp_size);
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explosion.starttime = engine->getGameTime();
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explosion.lifetime = 0.5f;
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explosion.orientation = ParticleFX::Camera;
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explosion.colour = glm::vec4(1.0f);
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explosion.position = getPosition();
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explosion.direction = glm::vec3(0.f, 0.f, 1.f);
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_exploded = true;
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engine->destroyObjectQueued(this);
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@ -4,6 +4,8 @@
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#include <glm/glm.hpp>
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#include <objects/GameObject.hpp>
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#include "render/VisualFX.hpp"
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class GameWorld;
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class btPairCachingGhostObject;
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@ -475,26 +475,25 @@ void GameRenderer::renderEffects(GameWorld* world) {
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auto& effects = world->effects;
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std::sort(effects.begin(), effects.end(),
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[&](const VisualFX* a, const VisualFX* b) {
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return glm::distance(a->getPosition(), cpos) >
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glm::distance(b->getPosition(), cpos);
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[&](const auto& a, const auto& b) {
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return glm::distance(a->position, cpos) >
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glm::distance(b->position, cpos);
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});
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for (VisualFX* fx : effects) {
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for (auto& fx : effects) {
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// Other effects not implemented yet
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if (fx->getType() != VisualFX::Particle) continue;
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if (fx->getType() != Particle) continue;
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auto particle = static_cast<ParticleFX*>(fx.get());
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auto& particle = fx->particle;
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auto& p = particle.position;
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auto& p = particle->position;
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// Figure the direction to the camera center.
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auto amp = cpos - p;
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glm::vec3 ptc = particle.up;
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glm::vec3 ptc = particle->up;
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if (particle.orientation == VisualFX::ParticleData::UpCamera) {
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if (particle->orientation == ParticleFX::UpCamera) {
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ptc = glm::normalize(amp - (glm::dot(amp, cfwd)) * cfwd);
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} else if (particle.orientation == VisualFX::ParticleData::Camera) {
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} else if (particle->orientation == ParticleFX::Camera) {
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ptc = amp;
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}
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@ -508,12 +507,12 @@ void GameRenderer::renderEffects(GameWorld* world) {
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glm::vec3(0.0f,0.0f,1.0f));
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transformMat = glm::scale(glm::translate(transformMat,p),
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glm::vec3(particle.size,1.0f)) * glm::inverse(lookMat);
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glm::vec3(particle->size,1.0f)) * glm::inverse(lookMat);
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Renderer::DrawParameters dp;
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dp.textures = {particle.texture->getName()};
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dp.textures = {particle->texture->getName()};
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dp.ambient = 1.f;
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dp.colour = glm::u8vec4(particle.colour * 255.f);
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dp.colour = glm::u8vec4(particle->colour * 255.f);
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dp.start = 0;
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dp.count = 4;
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dp.blendMode = BlendMode::BLEND_ADDITIVE;
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@ -1,47 +1 @@
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#include "render/VisualFX.hpp"
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#include <new>
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VisualFX::LightData::~LightData() = default;
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VisualFX::ParticleData::~ParticleData() = default;
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VisualFX::TrailData::~TrailData() = default;
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VisualFX::VisualFX(VisualFX::EffectType type) : type(type) {
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switch (type) {
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case VisualFX::Light:
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new (&light) LightData;
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break;
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case VisualFX::Particle:
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new (&particle) ParticleData;
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break;
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case VisualFX::Trail:
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new (&trail) TrailData;
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break;
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}
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}
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VisualFX::~VisualFX() {
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switch (type) {
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case VisualFX::Light:
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light.~LightData();
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break;
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case VisualFX::Particle:
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particle.~ParticleData();
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break;
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case VisualFX::Trail:
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trail.~TrailData();
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break;
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}
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}
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const glm::vec3& VisualFX::getPosition() const {
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static glm::vec3 errorRef{};
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switch (type) {
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case VisualFX::Particle:
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return particle.position;
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default:
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return errorRef;
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}
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}
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@ -5,82 +5,76 @@
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#include <gl/TextureData.hpp>
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enum EffectType { Light, Particle, Trail };
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/**
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* Represents a scene effect: lighting, particles etc.
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*/
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class VisualFX {
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public:
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enum EffectType { Light, Particle, Trail };
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struct VisualFX {
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VisualFX() = default;
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virtual ~VisualFX() = default;
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struct LightData {
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~LightData();
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};
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struct ParticleData {
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/** Initial world position */
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glm::vec3 position{};
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virtual EffectType getType() const = 0;
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/** Direction of particle */
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glm::vec3 direction{};
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/** Initial world position */
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glm::vec3 position{};
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};
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/** Particle orientation modes */
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enum Orientation {
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Free, /** faces direction using up */
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Camera, /** Faces towards the camera @todo implement */
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UpCamera /** Face closes point in camera's look direction */
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};
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Orientation orientation;
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struct LightFX final : public VisualFX {
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LightFX() = default;
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~LightFX() = default;
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/** Game time at particle instantiation */
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float starttime;
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/** Number of seconds particle should exist for, negative values =
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* forever */
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float lifetime;
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/** Texture name */
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TextureData::Handle texture;
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/** Size of particle */
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glm::vec2 size;
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/** Up direction (only used in Free mode) */
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glm::vec3 up;
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/** Render tint colour */
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glm::vec4 colour;
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/** Constructs a particle */
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ParticleData()
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: orientation(Free)
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, starttime(0.f)
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, lifetime(-1.f)
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, size(1.f, 1.f)
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, up(0.f, 0.f, 1.f)
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, colour(1.f, 1.f, 1.f, 1.f) {
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}
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~ParticleData();
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};
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struct TrailData {
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~TrailData();
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};
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/// @todo stop abusing unions
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union {
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LightData light;
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ParticleData particle;
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TrailData trail;
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};
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VisualFX(EffectType type);
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~VisualFX();
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EffectType getType() const {
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return type;
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EffectType getType() const override {
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return Light;
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}
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};
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const glm::vec3& getPosition() const;
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struct ParticleFX final : public VisualFX {
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/** Direction of particle */
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glm::vec3 direction{};
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private:
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EffectType type;
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/** Particle orientation modes */
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enum Orientation {
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Free, /** faces direction using up */
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Camera, /** Faces towards the camera @todo implement */
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UpCamera /** Face closes point in camera's look direction */
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};
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Orientation orientation{Free};
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/** Game time at particle instantiation */
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float starttime{0.f};
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/** Number of seconds particle should exist for, negative values =
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* forever */
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float lifetime{-1.f};
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/** Texture name */
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TextureData::Handle texture;
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/** Size of particle */
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glm::vec2 size{1.f, 1.f};
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/** Up direction (only used in Free mode) */
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glm::vec3 up{0.f, 0.f, 1.f};
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/** Render tint colour */
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glm::vec4 colour{1.f, 1.f, 1.f, 1.f};
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/** Constructs a particle */
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ParticleFX() = default;
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~ParticleFX() = default;
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EffectType getType() const override {
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return Particle;
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}
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};
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struct TrailFX final : public VisualFX {
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TrailFX() = default;
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~TrailFX() = default;
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EffectType getType() const override {
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return Trail;
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}
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};
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#endif
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@ -525,18 +525,7 @@ void RWGame::tick(float dt) {
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}
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}
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// Clean up old VisualFX
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for (int i = 0; i < static_cast<int>(world->effects.size()); ++i) {
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VisualFX* effect = world->effects[i];
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if (effect->getType() == VisualFX::Particle) {
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auto& part = effect->particle;
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if (part.lifetime < 0.f) continue;
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if (world->getGameTime() >= part.starttime + part.lifetime) {
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world->destroyEffect(effect);
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--i;
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}
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||||
}
|
||||
}
|
||||
world->updateEffects();
|
||||
|
||||
for (auto& object : world->allObjects) {
|
||||
object->_updateLastTransform();
|
||||
@ -767,9 +756,9 @@ void RWGame::renderDebugPaths(float time) {
|
||||
|
||||
btVector3 position1(pos1.x, pos1.y, pos1.z);
|
||||
btVector3 position2(pos2.x, pos2.y, pos2.z);
|
||||
|
||||
|
||||
debug.drawLine(position1, position2, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
debug.flush(&renderer);
|
||||
|
@ -4,9 +4,9 @@
|
||||
BOOST_AUTO_TEST_SUITE(VisualFXTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_light_data) {
|
||||
VisualFX fx(VisualFX::Light);
|
||||
auto fx = std::make_unique<LightFX>();
|
||||
|
||||
BOOST_CHECK_EQUAL(fx.getType(), VisualFX::Light);
|
||||
BOOST_CHECK_EQUAL(fx->getType(), Light);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
|
Loading…
Reference in New Issue
Block a user