Remove old AS3 file
parent
f0ae12797b
commit
c02cb4ca20
185
as4/as3.cpp
185
as4/as3.cpp
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#include "AudioDevice.hpp"
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#include "Color.hpp"
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#include "Keyboard.hpp"
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#include "Matrix.hpp"
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#include "Mesh.hpp"
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#include "Model.hpp"
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#include "raylib.h"
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#include <raylib-cpp.hpp>
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#include <cmath>
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#include <algorithm>
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#include <iostream>
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#define SKYBOX_IMPLEMENTATION
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#include "skybox.hpp"
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void DrawBoundedModel(raylib::Model &model, auto transformer) {
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// store the original transform to apply a different transform to the
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// model without affecting the next time we draw
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raylib::Matrix oldTransform = model.GetTransform();
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// apply the transform that we get from whatever the transformer callback
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// gives us
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raylib::Matrix transform = transformer(model.GetTransform());
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// apply the transform that we got from the transformer to the model
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model.SetTransform(transform);
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// draw the model, passing the origin and default scale as arguments since
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// the transform is already applied to the model
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model.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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// get the bounding box of the model after applying the transform
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auto box = model.GetTransformedBoundingBox();
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// draw the bounding box of the model using raylib's built in function
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DrawBoundingBox(box, raylib::Color::White());
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// restore the model's transform to its original state so that the next time we
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// draw the model, it doesn't have the previous transform applied to it
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model.SetTransform(oldTransform);
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}
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struct Entity {
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enum Type {
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Penguin = 0,
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Eagle = 1,
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} type;
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raylib::Vector3 position;
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raylib::Vector3 velocity;
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raylib::Degree heading;
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};
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int main() {
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raylib::Window window(800, 600, "CS381 - Assignment 3");
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window.SetState(FLAG_WINDOW_RESIZABLE);
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raylib::AudioDevice audio;
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raylib::Model penguin("models/penguin.glb");
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// behind and above the penguin (in penguin-local space)
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const float CAM_DIST = 512.0f;
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const float CAM_HEIGHT = 256.0f;
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const float CAM_ANGULAR_VELOCITY = 2.0f;
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const float CAM_PITCH_MIN = -0.5f;
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const float CAM_PITCH_MAX = 1.5f;
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float camYaw = 3.14f; // offset by 90 deg so it faces in the proper direction
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float camPitch = 0;
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raylib::Camera3D camera(
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{ 0, CAM_DIST * std::sin(camPitch), CAM_DIST * std::cos(camPitch) },
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{ 0, 0, 0 },
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{ 0, 1, 0 },
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45.0f);
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raylib::Model ground = raylib::Mesh::Plane(10000, 10000, 50, 50, 25);
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raylib::Texture snowTexture("textures/snow.jpg");
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ground.GetMaterials()[0].maps[MATERIAL_MAP_DIFFUSE].texture = snowTexture;
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cs381::SkyBox skybox("textures/skybox.png");
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std::vector<Entity> entities;
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auto &e = entities.emplace_back(Entity::Penguin, raylib::Vector3 { 0, 0, 0 }, raylib::Vector3 { 0, 0, 0 }, 0);
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// penguin physics
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raylib::Vector3 position = { 0, 0, 0 };
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raylib::Vector3 velocity = { 0, 0, 0 };
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float heading = 0.0f;
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float speed = 0.0f;
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// units/s
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const float ACCELERATION = 100.0f;
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// in radians
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const float ANGULAR_VELOCITY = 3.14f;
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window.SetTargetFPS(60); // save cpu cycles
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while (!window.ShouldClose()) {
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window.BeginDrawing();
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window.ClearBackground(raylib::Color::Gray());
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float dt = window.GetFrameTime();
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position += velocity * dt * 0.5f;
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// movement for penguin
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if (IsKeyDown(KEY_W)) {
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speed += ACCELERATION * dt;
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}
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if (IsKeyDown(KEY_S)) {
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speed -= ACCELERATION * dt;
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}
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if (IsKeyDown(KEY_A)) {
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heading += ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_D)) {
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heading -= ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_SPACE)) {
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speed = 0.0f;
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}
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velocity = raylib::Vector3 {
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std::sin(heading) * speed,
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0.0f,
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std::cos(heading) * speed
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};
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// ds = 1/2 * (v0 + v1) * dt
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position += velocity * dt * 0.5f;
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// movement for camera
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if (IsKeyDown(KEY_LEFT)) {
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camYaw += CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_RIGHT)) {
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camYaw -= CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_UP)) {
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camPitch += CAM_ANGULAR_VELOCITY * dt;
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}
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if (IsKeyDown(KEY_DOWN)) {
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camPitch -= CAM_ANGULAR_VELOCITY * dt;
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}
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// clamp the angle between
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camPitch = std::clamp(camPitch, CAM_PITCH_MIN, CAM_PITCH_MAX);
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// x = cos(pitch) * sin(yaw)
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// y = sin(pitch)
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// z = cos(pitch) * cos(yaw)
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float yaw = camYaw + heading; // follow penguin
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raylib::Vector3 camOffset = {
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CAM_DIST * std::cos(camPitch) * std::sin(yaw),
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CAM_DIST * std::sin(camPitch) + CAM_HEIGHT,
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CAM_DIST * std::cos(camPitch) * std::cos(yaw)
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};
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camera.SetPosition(position + camOffset);
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camera.SetTarget(position);
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camera.BeginMode();
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skybox.Draw();
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ground.Draw({ 0, 0, 0 }, 1.0f, raylib::Color::White());
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DrawBoundedModel(penguin, [&position, &heading](raylib::Matrix transform) {
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return transform
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.RotateY(heading)
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.Scale(40, 40, 40)
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.Translate(position);
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});
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camera.EndMode();
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window.EndDrawing();
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}
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return 0;
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}
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