[ADD] load bee in scene
This commit is contained in:
@@ -10,6 +10,8 @@ namespace entities
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void Camera::Move(GLFWwindow* window)
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{
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float movement_speed = 0;
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float up_down_speed = 0;
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float side_speed = 0;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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@@ -23,28 +25,21 @@ namespace entities
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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{
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rotation.y += ROT_SPEED;
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side_speed += SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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{
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rotation.y -= ROT_SPEED;
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side_speed -= SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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rotation.x -= ROT_SPEED;
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up_down_speed += UP_SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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rotation.x += ROT_SPEED;
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}
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float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
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float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
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position.x += dx;
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position.z += dz;
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position.x += side_speed;
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position.z += movement_speed;
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position.y += up_down_speed;
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}
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}
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@@ -13,8 +13,8 @@ namespace entities
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{
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private:
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// The movement speed of the camera
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const float SPEED = 0.52f;
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const float ROT_SPEED = 1.0f;
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const float SPEED = 0.5f;
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const float UP_SPEED = 0.9f;
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glm::vec3 position;
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glm::vec3 rotation;
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60
src/entities/main_character.cpp
Normal file
60
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,60 @@
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#include "main_character.h"
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#include "../models/Model.h"
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#include <iostream>
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#include "entity.h"
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#include"../renderEngine/Renderer.h"
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#include"../renderEngine/obj_loader.h"
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#include"../renderEngine/loader.h"
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namespace entities
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{
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main_character::main_character(const models::TexturedModel& model, const glm::vec3& position,
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const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
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: CollisionEntity(model, position, rotation, scale, bounding_box) {
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}
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Entity main_character::loadCharacter()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/beeTwo.obj");
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models::ModelTexture texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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entities::Entity entity(model, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5);
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return entity;
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}
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glm::vec3 main_character::move(GLFWwindow* window)
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{
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float movement_speed = 0;
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float up_down_speed = 0;
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float side_speed = 0;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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{
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movement_speed -= SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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{
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movement_speed += SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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{
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side_speed += SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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{
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side_speed -= SPEED;
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}
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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up_down_speed += UP_SPEED;
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}
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return glm::vec3(side_speed, movement_speed, up_down_speed);
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}
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}
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18
src/entities/main_character.h
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18
src/entities/main_character.h
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@@ -0,0 +1,18 @@
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#pragma once
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#include "collision_entity.h"
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#include "../shaders/entity_shader.h"
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namespace entities
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{
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class main_character : public CollisionEntity {
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const int SPEED = 10;
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const float UP_SPEED = 1.0f;
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public:
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main_character(const models::TexturedModel& model, const glm::vec3& position,
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const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
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Entity loadCharacter();
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glm::vec3 move(GLFWwindow* window);
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};
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}
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