Develop into master #9
@@ -14,7 +14,7 @@ namespace entities
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follow_position.z += 100;
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follow_position.z += 100;
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//set position to follow a bit lower
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//set position to follow a bit lower
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follow_position.y += 50;
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follow_position.y += 50;
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//move position from original position to fiven position with smoothing
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//move position from original position to given position with smoothing
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position = toolbox::Lerp(position, follow_position, 0.1);
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position = toolbox::Lerp(position, follow_position, 0.1);
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}
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}
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@@ -20,7 +20,7 @@
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namespace scene
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namespace scene
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{
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{
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std::deque<entities::Entity> house_models;
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std::deque<entities::Entity> house_models;
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std::vector<entities::main_character*> main_character;
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std::vector<entities::MainCharacter*> main_character;
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std::deque<entities::Light> lights;
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std::deque<entities::Light> lights;
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std::deque<entities::Entity> trees;
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std::deque<entities::Entity> trees;
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@@ -79,15 +79,15 @@ namespace scene
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
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tree = { raw_tree_model, tree_texture };
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tree = { raw_tree_model, tree_texture };
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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// load the first few house models
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// load the first few house models
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
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{
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{
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load_chunk(i);
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load_chunk(i);
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}
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}
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entities::main_character character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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entities::MainCharacter character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
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main_character.push_back(&character);
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main_character.push_back(&character);
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
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lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
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@@ -154,8 +154,8 @@ namespace scene
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void scene::In_Game_Scene::update(GLFWwindow* window)
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void scene::In_Game_Scene::update(GLFWwindow* window)
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{
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{
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//camera.Move(window);
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//camera.Move(window);
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entities::main_character* character = main_character[0];
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entities::MainCharacter* character = main_character[0];
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glm::vec3 movement = character->move(window);
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glm::vec3 movement = character->Move(window);
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std::cout << "x: " << character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
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std::cout << "x: " << character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
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std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera.Follow(character->GetPosition());
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camera.Follow(character->GetPosition());
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