[DEV] First version that might work
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@ -10,6 +10,9 @@
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#include <ege/Camera.h>
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#include <ege/debug.h>
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#undef __class__
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#define __class__ "Camera"
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void ege::Camera::Update(void)
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{
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// Note the view axes of the basic camera is (0,0,-1)
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@ -24,6 +24,9 @@
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// Documentetion of bullet library :
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// http://bulletphysics.org/mediawiki-1.5.8/index.php/Collision_Shapes
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#undef __class__
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#define __class__ "CollisionShapeCreator"
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btCollisionShape* ege::collision::CreateShape(const ewol::Mesh* _mesh)
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{
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if (NULL == _mesh) {
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@ -11,6 +11,8 @@
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#include <ege/ElementGame.h>
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#undef __class__
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#define __class__ "Environement"
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ege::ElementGame* ege::Environement::GetElementNearest(ege::ElementGame* _sourceRequest, float& _distance)
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@ -9,8 +9,12 @@
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#include <ege/debug.h>
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#include <ege/Particule.h>
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ege::Particule::Particule(ege::ParticuleEngine& _particuleEngine) :
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m_particuleEngine(_particuleEngine)
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#undef __class__
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#define __class__ "Particule"
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ege::Particule::Particule(ege::ParticuleEngine& _particuleEngine, const char* _particuleType) :
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m_particuleEngine(_particuleEngine),
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m_particuleType(_particuleType)
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{
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m_particuleEngine.Add(this);
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}
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@ -27,6 +27,7 @@ namespace ege {
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{
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private:
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ege::ParticuleEngine& m_particuleEngine;
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const char* m_particuleType;
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public:
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/**
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* @brief Constructor.
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@ -9,6 +9,9 @@
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#include <ege/debug.h>
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#include <ege/ParticuleEngine.h>
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#undef __class__
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#define __class__ "ParticuleEngine"
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ege::ParticuleEngine::ParticuleEngine(ege::Environement& _env) :
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m_env(_env)
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{
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@ -20,7 +23,7 @@ ege::ParticuleEngine::~ParticuleEngine(void)
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}
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void ege::ParticuleEngine::Add(Particule* _particule, const char* _particuleType)
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void ege::ParticuleEngine::Add(Particule* _particule)
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{
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if (_particule==NULL) {
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EGE_ERROR("Try to add particule NULL");
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@ -34,7 +37,7 @@ void ege::ParticuleEngine::Add(Particule* _particule, const char* _particuleType
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return;
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}
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// Just add it at the end ...
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m_particuleList.PushBack();
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m_particuleList.PushBack(_particule);
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}
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void ege::ParticuleEngine::Update(float _deltaTime)
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@ -31,7 +31,7 @@ namespace ege {
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etk::Vector<Particule*> m_particuleList;
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public:
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void Clear(void);
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void Add(Particule* _particule, const char* _particuleType);
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void Add(Particule* _particule);
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void Update(float _deltaTime);
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void Draw(void);
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};
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@ -10,6 +10,8 @@
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#include <ege/ParticuleSimple.h>
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#undef __class__
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#define __class__ "ParticuleSimple"
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ege::ParticuleSimple::ParticuleSimple(ege::ParticuleEngine& _particuleEngine, const char* _particuleType) :
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Particule(_particuleEngine, _particuleType)
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@ -45,12 +45,13 @@ namespace ege {
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//virtual void Draw(void) { };
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virtual bool NeedRemove(void);
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virtual void Init(void);
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private:
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protected:
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float m_life;
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float m_level;
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vec3 m_pos;
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vec4 m_angle;
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vec3 m_speed;
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public:
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/**
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*
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*/
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@ -228,6 +228,7 @@ void ege::Scene::OnDraw(void)
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}
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#endif
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}
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m_env.GetParticuleEngine().Draw();
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#ifdef SCENE_DISPLAY_SPEED
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float localTime = (float)(ewol::GetTime() - g_startTime) / 1000.0f;
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if (localTime>1) {
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@ -280,6 +281,7 @@ void ege::Scene::PeriodicCall(const ewol::EventTime& _event)
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//optional but useful: debug drawing
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m_dynamicsWorld->debugDrawWorld();
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}
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m_env.GetParticuleEngine().Update(curentDelta);
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// Remove all element that requested it ...
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{
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int32_t numberEnnemyKilled=0;
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