[ADD] made camera follow the character with lerp
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@@ -1,4 +1,6 @@
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#include "camera.h"
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#include <iostream>
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#include "../toolbox/toolbox.h"
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namespace entities
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{
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@@ -8,7 +10,9 @@ namespace entities
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{}
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void Camera::Follow(glm::vec3 follow_position) {
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position.z = follow_position.z + 200;
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follow_position.z += 100;
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follow_position.y += 50;
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position = toolbox::Lerp(position, follow_position, 0.1);
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}
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void Camera::Move(GLFWwindow* window)
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@@ -41,9 +45,14 @@ namespace entities
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{
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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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up_down_speed -= UP_SPEED;
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}
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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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std::cout <<"x= " << position.x <<"\ny= " << position.y << "\nz= " << position.z << "\n";
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}
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}
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@@ -15,7 +15,7 @@ namespace entities
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glm::vec3 main_character::move(GLFWwindow* window)
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{
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float movement_speed = -1.0f;
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float up_down_speed = -0.4f;
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float up_down_speed = -0.2f;
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float side_speed = 0;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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@@ -47,6 +47,11 @@ namespace entities
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up_down_speed -= UP_SPEED;
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}
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IncreasePosition(glm::vec3(side_speed, up_down_speed, movement_speed));
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if (position.x > 190) position.x = 190;
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else if (position.x < -190) position.x = -190;
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if (position.y > 350) position.y = 350;
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else if (position.y < -40) position.y = -40;
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MoveCollisionBox();
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return glm::vec3(side_speed, up_down_speed, movement_speed );
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}
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}
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@@ -7,7 +7,7 @@ namespace entities
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{
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class main_character : public CollisionEntity {
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const float SPEED = 1.0f;
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const float UP_SPEED = 1.0f;
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const float UP_SPEED = 0.6f;
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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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@@ -28,7 +28,7 @@ namespace scene
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models::ModelTexture texture;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, 100, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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models::TexturedModel model;
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@@ -31,4 +31,17 @@ namespace toolbox
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matrix = glm::translate(matrix, negative_cam_pos);
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return matrix;
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}
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float Lerp(float from, float to, float amount)
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{
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return from + amount * (to - from);
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}
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glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
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{
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glm::vec3 final;
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final.x = Lerp(from.x, to.x, amount);
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final.y = Lerp(from.y, to.y, amount);
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final.z = Lerp(from.z, to.z, amount);
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return final;
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}
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}
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@@ -46,4 +46,8 @@ namespace toolbox
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* @return: The view matrix
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*/
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glm::mat4 CreateViewMatrix(entities::Camera& camera);
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float Lerp(float from, float to, float amount);
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glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
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}
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