[FEATURE] collisions!!!!!!!!!!! YAY
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40
src/collision/collision_handler.cpp
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40
src/collision/collision_handler.cpp
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@@ -0,0 +1,40 @@
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#include "collision_handler.h"
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namespace collision
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{
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
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{
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if (entities.size() == 2)
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{
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if (entities[0]->IsColliding(*entities[1]))
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{
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collision::Collision c = { *entities[0], *entities[1] };
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entities[0]->OnCollide(c);
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entities[1]->OnCollide(c);
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}
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}
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for (int i = 0; i < entities.size() - 2; i++)
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{
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entities::CollisionEntity* entity = entities[i];
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for (int j = i + 1; i < entities.size() - 1; j++)
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{
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entities::CollisionEntity* entity2 = entities[j];
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if (entity == entity2)
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{
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continue;
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}
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if (entity->IsColliding(*entity2))
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{
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collision::Collision c = { *entity, *entity2 };
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entity->OnCollide(c);
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entity2->OnCollide(c);
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break;
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}
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}
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}
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}
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}
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16
src/collision/collision_handler.h
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16
src/collision/collision_handler.h
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@@ -0,0 +1,16 @@
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#pragma once
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#include <vector>
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#include "../entities/collision_entity.h"
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#include "collision.h"
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namespace collision
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{
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/*
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* @brief: This function will check all the collision entities for
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* collisions and call the OnCollide function when a entity collides.
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*
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* @param entities: A list with all the collision entities.
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*/
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void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
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}
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@@ -11,7 +11,7 @@ namespace entities
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class Entity
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{
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private:
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protected:
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models::TexturedModel model;
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glm::vec3 position;
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@@ -7,11 +7,7 @@ namespace entities
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: Entity(model, position, rotation, scale),
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bounding_box(bounding_box)
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{
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const glm::vec3& center = bounding_box.center_pos;
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const glm::vec3& size = bounding_box.size;
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min_xyz = glm::vec3(center.x - size.x, center.y - size.y, center.z - size.z);
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max_xyz = glm::vec3(center.x + size.x, center.y + size.y, center.z + size.z);
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MoveCollisionBox();
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}
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void CollisionEntity::OnCollide(const collision::Collision& collision)
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@@ -35,4 +31,14 @@ namespace entities
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(min_xyz.y <= e.max_xyz.y && max_xyz.y >= e.min_xyz.y) &&
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(min_xyz.z <= e.max_xyz.z && max_xyz.z >= e.min_xyz.z);
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}
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void CollisionEntity::MoveCollisionBox()
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{
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bounding_box.center_pos = position;
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const glm::vec3 size = bounding_box.size;
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min_xyz = bounding_box.center_pos;
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max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
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}
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}
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@@ -10,7 +10,7 @@ namespace entities
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*/
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class CollisionEntity : public Entity
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{
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private:
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public:
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collision::Box bounding_box;
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glm::vec3 min_xyz;
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@@ -54,5 +54,12 @@ namespace entities
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*/
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void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
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{ if (function != nullptr) { on_collide = function; } }
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protected:
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/*
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* @brief: This method moves the collision to the center of the entity
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*/
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void MoveCollisionBox();
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};
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}
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43
src/entities/player.h
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43
src/entities/player.h
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@@ -0,0 +1,43 @@
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#pragma once
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#include <iostream>
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#include "collision_entity.h"
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namespace entities
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{
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class Player : public CollisionEntity
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{
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public:
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Player(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale,
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const collision::Box& bounding_box)
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: CollisionEntity(model, position, rotation, scale, bounding_box)
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{}
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void Update()
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{
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position.x += 0.11f;
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MoveCollisionBox();
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}
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void OnCollide(const ::collision::Collision& collision) override
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{
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std::cout << "Player got HIT" << std::endl;
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}
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};
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class Player2 : public CollisionEntity
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{
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public:
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Player2(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation, float scale,
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const collision::Box& bounding_box)
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: CollisionEntity(model, position, rotation, scale, bounding_box)
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{}
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void Update() { position.x -= 0.01f; MoveCollisionBox(); }
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void OnCollide(const ::collision::Collision& collision) override
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{
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std::cout << "Player2 got HIT" << std::endl;
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}
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};
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}
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66
src/main.cpp
66
src/main.cpp
@@ -16,6 +16,9 @@
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#include "renderEngine/renderer.h"
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#include "shaders/entity_shader.h"
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#include "toolbox/toolbox.h"
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#include "entities/collision_entity.h"
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#include "entities/player.h"
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#include "collision/collision_handler.h"
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#pragma comment(lib, "glfw3.lib")
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#pragma comment(lib, "glew32s.lib")
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@@ -55,42 +58,41 @@ int main(void)
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texture.reflectivity = 0;
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models::TexturedModel model = { raw_model, texture };
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/**
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* load and add some models (in this case some level sections) to the entities list.
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* */
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std::vector<entities::Entity> entities;
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int z = 0;
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for (int i = 0; i < 5; ++i)
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{
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entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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z += (raw_model.model_size.x * 20);
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}
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// load and add some models (in this case some level sections) to the entities list.
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std::vector<entities::Entity*> entities;
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std::vector<entities::CollisionEntity*> collision_entities;
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// int z = 0;
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// for (int i = 0; i < 5; ++i)
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// {
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// entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
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// z += (raw_model.model_size.x * 20);
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// }
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std::vector<entities::Light> lights;
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
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// Collision testing
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entities::Player player(model, glm::vec3(0, 0, 0), glm::vec3(0, 0, 0), 1, { {0, 0, 0}, raw_model.model_size });
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entities.push_back(&player);
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collision_entities.push_back(&player);
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entities::Player2 player2(model, glm::vec3(50, 0, 0), glm::vec3(0, 0, 0), 1, { {50, 0, 0}, raw_model.model_size });
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entities.push_back(&player2);
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collision_entities.push_back(&player2);
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shaders::EntityShader shader;
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shader.Init();
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render_engine::renderer::Init(shader);
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(40, 10, 80), glm::vec3(0, 0, 0));
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// GUI stuff
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shaders::GuiShader gui_shader;
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gui_shader.Init();
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std::vector<gui::GuiTexture*> guis;
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gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
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button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
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button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
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button.SetOnClickAction([]()
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{
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std::cout << "I got clicked on!" << std::endl;
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});
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guis.push_back(&button);
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// Main game loop
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@@ -99,7 +101,13 @@ int main(void)
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// Update
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const double delta = UpdateDelta();
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camera.Move(window);
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button.Update(window);
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player.Update();
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player2.Update();
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collision::CheckCollisions(collision_entities);
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// Render
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render_engine::renderer::Prepare();
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@@ -111,17 +119,14 @@ int main(void)
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shader.LoadViewMatrix(camera);
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// Renders each entity in the entities list
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for (entities::Entity& entity : entities)
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for (entities::Entity* entity : entities)
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{
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render_engine::renderer::Render(entity, shader);
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render_engine::renderer::Render(*entity, shader);
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}
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// Stop rendering the entities
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shader.Stop();
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// Render GUI items
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render_engine::renderer::Render(guis, gui_shader);
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// Finish up
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glfwSwapBuffers(window);
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glfwPollEvents();
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@@ -129,7 +134,6 @@ int main(void)
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// Clean up
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shader.CleanUp();
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gui_shader.CleanUp();
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render_engine::loader::CleanUp();
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glfwTerminate();
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return 0;
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@@ -19,6 +19,7 @@
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</ProjectConfiguration>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\collision\collision_handler.cpp" />
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<ClCompile Include="src\entities\camera.cpp" />
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<ClCompile Include="src\entities\collision_entity.cpp" />
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<ClCompile Include="src\entities\entity.cpp" />
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@@ -34,10 +35,12 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\entities\camera.h" />
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<ClInclude Include="src\entities\collision_entity.h" />
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<ClInclude Include="src\entities\entity.h" />
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<ClInclude Include="src\entities\light.h" />
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<ClInclude Include="src\entities\player.h" />
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<ClInclude Include="src\gui\gui_element.h" />
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<ClInclude Include="src\gui\gui_interactable.h" />
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<ClInclude Include="src\models\model.h" />
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@@ -51,6 +51,9 @@
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<ClCompile Include="src\entities\collision_entity.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\collision\collision_handler.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\entities\Camera.h">
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@@ -101,5 +104,11 @@
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<ClInclude Include="src\collision\collision.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\collision\collision_handler.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\player.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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