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