void ParticleSystem::Update( double DeltaTime ) { for( auto actor: mScene.GetActorsFromMap( GetType_static() ) ) { Opt<IEmitterComponent> emitterC = actor->Get<IEmitterComponent>(); if (!emitterC.IsValid()) { continue; } Opt<IPositionComponent> positionC = actor->Get<IPositionComponent>(); if( !positionC.IsValid() ) { continue; } Opt<IMoveComponent> moveC = actor->Get<IMoveComponent>(); glm::vec2 distance(0); if ( moveC.IsValid() && moveC->IsMoving() && !moveC->IsRooted() ) { distance = glm::vec2(moveC->GetSpeedX()*DeltaTime, moveC->GetSpeedY()*DeltaTime); } emitterC->Update( DeltaTime ); std::vector<int32_t> const& emitted = emitterC->GetEmitTypes(); for( std::vector<int32_t>::const_iterator ie = emitted.begin(), ee = emitted.end(); ie != ee; ++ie ) { static ParticleEngine& pe( ParticleEngine::Get() ); pe.AddParticle( *ie, glm::vec2( positionC->GetX(), positionC->GetY() ), distance, positionC->GetOrientation() ); } emitterC->Emitted( emitted ); } }
void CollisionSystem::Update( double DeltaTime ) { mCollisionGrid.Clear(); for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it ) { Actor& actor = **it; Opt<ICollisionComponent> collisionC = actor.Get<ICollisionComponent>(); if ( collisionC.IsValid() ) { mCollisionGrid.AddActor( &actor, DeltaTime ); Opt<CollisionSubSystem> collisionSS = GetCollisionSubSystem( collisionC->GetId() ); if ( collisionSS.IsValid() ) { collisionSS->ClipScene( actor ); } } } PossibleCollisions_t const& PossibleCollisions = mCollisionGrid.GetPossibleCollisions(); for( PossibleCollisions_t::const_iterator i = PossibleCollisions.begin(), e = PossibleCollisions.end(); i != e; ++i ) { Actor& A = *( i->A1 ); Actor& B = *( i->A2 ); Opt<ICollisionComponent> ACollisionC = A.Get<ICollisionComponent>(); Opt<ICollisionComponent> BCollisionC = B.Get<ICollisionComponent>(); BOOST_ASSERT( ACollisionC.IsValid() && BCollisionC.IsValid() ); //TODO: here this one should be true CollisionModel const& CollModel = mCollisionStore.GetCollisionModel( ACollisionC->GetCollisionClass(), BCollisionC->GetCollisionClass() ); if( !CollModel.AreActorsColliding( A, B, DeltaTime ) ) { continue; } //TODO: needs optimization, maybe a template parameter for SubSystemHolder to subsystem would do Opt<CollisionSubSystem> ACollisionSS = GetCollisionSubSystem( ACollisionC->GetId() ); if ( ACollisionSS.IsValid() ) { ACollisionSS->Collide( A, B ); } Opt<CollisionSubSystem> BCollisionSS = GetCollisionSubSystem( BCollisionC->GetId() ); if ( BCollisionSS.IsValid() ) { BCollisionSS->Collide( B, A ); } } for( ActorList_t::iterator it = mScene.GetActors().begin(), e = mScene.GetActors().end(); it != e; ++it ) { Actor& actor = **it; Opt<ICollisionComponent> collisionC = actor.Get<ICollisionComponent>(); if ( collisionC.IsValid() ) { Opt<CollisionSubSystem> collisionSS = GetCollisionSubSystem( collisionC->GetId() ); if ( collisionSS.IsValid() ) { collisionSS->Update( actor, DeltaTime ); } } } }