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feature/ad
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feature/co
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ef058b0087 | ||
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1ef0d87437 | ||
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e8b3e1b482 | ||
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28400fb320 |
31
src/collision/collision.h
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31
src/collision/collision.h
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@@ -0,0 +1,31 @@
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#pragma once
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#include <glm/gtc/matrix_transform.hpp>
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#include "../entities/entity.h"
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namespace collision
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{
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/*
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* This structure represents a collision box inside the world.
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*
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* center_pos: The center position of the collision box
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* size: The size in each axis of the collision box
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*/
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struct Box
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{
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glm::vec3 center_pos;
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glm::vec3 size;
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};
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/*
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* This structure represents a collision between 2 entities
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*
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* entity1: The first entity
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* entity2: The second entity
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*/
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struct Collision
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{
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entities::Entity& entity1;
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entities::Entity& entity2;
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};
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}
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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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@@ -11,8 +11,9 @@ 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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glm::vec3 rotation;
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float scale;
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44
src/entities/collision_entity.cpp
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44
src/entities/collision_entity.cpp
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@@ -0,0 +1,44 @@
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#include "collision_entity.h"
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namespace entities
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{
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CollisionEntity::CollisionEntity(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(model, position, rotation, scale),
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bounding_box(bounding_box)
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{
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MoveCollisionBox();
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}
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void CollisionEntity::OnCollide(const collision::Collision& collision)
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{
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if (on_collide != nullptr)
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{
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on_collide(collision);
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}
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}
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bool CollisionEntity::IsColliding(const glm::vec3& point) const
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{
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return (point.x >= min_xyz.x && point.x <= max_xyz.x) &&
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(point.y >= min_xyz.y && point.y <= max_xyz.y) &&
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(point.z >= min_xyz.z && point.z <= max_xyz.z);
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}
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bool CollisionEntity::IsColliding(const CollisionEntity& e) const
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{
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return (min_xyz.x <= e.max_xyz.x && max_xyz.x >= e.min_xyz.x) &&
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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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65
src/entities/collision_entity.h
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65
src/entities/collision_entity.h
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@@ -0,0 +1,65 @@
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#pragma once
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#include "entity.h"
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#include "../collision/collision.h"
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namespace entities
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{
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/*
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* This class is an entity with a collision box
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*/
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class CollisionEntity : public Entity
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{
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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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glm::vec3 max_xyz;
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void (*on_collide)(const collision::Collision& collision);
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public:
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CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
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float scale, const collision::Box& bounding_box);
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/*
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* @brief: A function to do some sort of behaviour when the entity collides
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*
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* @param collision: The collision
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*/
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virtual void OnCollide(const collision::Collision& collision);
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/*
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* @brief: A function to check if the entity is colliding with a point in 3D space
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*
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* @param point: The point to check if its colliding with the entity
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*
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* @return: True is the entity is colliding, false if not
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*/
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bool IsColliding(const glm::vec3& point) const;
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/*
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* @brief: A function to check if the entity is colliding with another entity
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*
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* @param e: The other entity to check if its colliding with this
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*
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* @return: True is the entity is colliding, false if not
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*/
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bool IsColliding(const CollisionEntity& e) const;
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/*
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* @brief: A function to set the collision behaviour of the entity
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*
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* @param function: A function pointer to a function with the collision behaviour
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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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@@ -49,14 +49,9 @@ int main(void)
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current_scene = new scene::Startup_Scene();
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glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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current_scene->onKey(window, key, scancode, action, mods);
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if (key == GLFW_KEY_ESCAPE)
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glfwSetWindowShouldClose(window, true);
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});
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bool window_open = true;
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@@ -90,7 +85,6 @@ int main(void)
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// Clean up -> preventing memory leaks!!!
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std::cout << "ending..." << std::endl;
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delete current_scene;
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glfwTerminate();
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return 0;
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}
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@@ -1,7 +0,0 @@
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#include "scene.h"
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namespace scene
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{
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}
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@@ -19,9 +19,10 @@
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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\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\scenes\scene.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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<ClCompile Include="src\gui\gui_interactable.cpp" />
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<ClCompile Include="src\main.cpp" />
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@@ -35,9 +36,12 @@
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<ClCompile Include="src\scenes\startup_Scene.cpp" />
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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\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\scene.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\gui\gui_element.h" />
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@@ -48,15 +48,18 @@
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<ClCompile Include="src\gui\gui_interactable.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\in_Game_Scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\scenes\startup_Scene.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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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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@@ -110,5 +113,14 @@
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<ClInclude Include="src\scenes\startup_Scene.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\collision_entity.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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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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</ItemGroup>
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</Project>
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Reference in New Issue
Block a user