Esempio n. 1
0
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 );
    }
}
Esempio n. 2
0
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 );
            }
        }
    }
}