Rename `Vector3D` to `Vector`
parent
9562d38144
commit
d259a0da9a
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@ -16,8 +16,8 @@
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static const float smoothingThresholdAngle = TAU / 14.0f;
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static const struct aiScene* importScene(const char* path);
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static Vector3D triangleNormal(Vector3D v1, Vector3D v2, Vector3D v3);
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static Vector3D convertAiVector3D(struct aiVector3D vect);
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static Vector triangleNormal(Vector v1, Vector v2, Vector v3);
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static Vector convertAiVector3D(struct aiVector3D vect);
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static const char* replaceFileExtension(const struct aiString path, const char* ext);
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@ -111,7 +111,7 @@ const Solid* importSolid(const char* path) {
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const unsigned int numFaces = aiMesh->mNumFaces;
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Mesh mesh = { .numVertices = numVertices,
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.vertices = malloc(numVertices * sizeof(Vector3D)),
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.vertices = malloc(numVertices * sizeof(Vector)),
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.normals = NULL,
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.textureCoords = NULL,
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.numFaces = numFaces,
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@ -124,14 +124,14 @@ const Solid* importSolid(const char* path) {
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}
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if (aiMesh->mNormals != NULL) {
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mesh.normals = malloc(numVertices * sizeof(Vector3D));
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mesh.normals = malloc(numVertices * sizeof(Vector));
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for (unsigned int normIndex = 0; normIndex < numVertices; ++normIndex) {
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mesh.normals[normIndex] = convertAiVector3D(
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aiMesh->mNormals[normIndex]);
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}
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}
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mesh.textureCoords = malloc(numVertices * sizeof(Vector3D));
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mesh.textureCoords = malloc(numVertices * sizeof(Vector));
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for (unsigned int texcIndex = 0; texcIndex < numVertices; ++texcIndex) {
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mesh.textureCoords[texcIndex] = convertAiVector3D(
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aiMesh->mTextureCoords[0][texcIndex]);
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@ -143,16 +143,16 @@ const Solid* importSolid(const char* path) {
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Face face = { .numIndices = numIndices,
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.indices = malloc(numIndices * sizeof(size_t)),
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.normals = malloc(numIndices * sizeof(Vector3D)) };
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.normals = malloc(numIndices * sizeof(Vector)) };
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for (unsigned int i = 0; i < numIndices; ++i) {
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face.indices[i] = aiFace.mIndices[i];
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}
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if (numIndices == 3) {
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Vector3D normal = triangleNormal(mesh.vertices[face.indices[0]],
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mesh.vertices[face.indices[1]],
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mesh.vertices[face.indices[2]]);
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Vector normal = triangleNormal(mesh.vertices[face.indices[0]],
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mesh.vertices[face.indices[1]],
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mesh.vertices[face.indices[2]]);
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for (size_t i = 0; i < numIndices; ++i) {
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face.normals[i] = normal;
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}
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@ -178,12 +178,12 @@ const Solid* importSolid(const char* path) {
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Face face = mesh.faces[faceIndex];
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if (face.normals) {
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face.normals = memcpy(malloc(face.numIndices * sizeof(Vector3D)),
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face.normals = memcpy(malloc(face.numIndices * sizeof(Vector)),
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face.normals,
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face.numIndices * sizeof(Vector3D));
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face.numIndices * sizeof(Vector));
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for (size_t indexIndex = 0; indexIndex < face.numIndices; ++indexIndex) {
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Vector3D smoothedNormal = face.normals[indexIndex];
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Vector smoothedNormal = face.normals[indexIndex];
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for (size_t i = 0; i < mesh.numFaces; ++i) {
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if (i == faceIndex || !mesh.faces[i].normals) {
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@ -287,14 +287,14 @@ static const struct aiScene* importScene(const char* path) {
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return scene;
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}
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static Vector3D triangleNormal(Vector3D v1, Vector3D v2, Vector3D v3) {
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static Vector triangleNormal(Vector v1, Vector v2, Vector v3) {
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return normalized(crossProduct(subtractVectors(v2, v1), subtractVectors(v3, v1)));
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}
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static Vector3D convertAiVector3D(struct aiVector3D vect) {
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return (Vector3D) { .x = vect.x,
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.y = vect.y,
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.z = vect.z };
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static Vector convertAiVector3D(struct aiVector3D vect) {
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return (Vector) { .x = vect.x,
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.y = vect.y,
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.z = vect.z };
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}
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/**
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@ -20,9 +20,9 @@ struct Solid {
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struct Mesh {
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size_t numVertices;
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Vector3D* vertices;
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Vector3D* normals;
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Vector3D* textureCoords;
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Vector* vertices;
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Vector* normals;
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Vector* textureCoords;
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size_t numFaces;
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Face* faces;
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size_t materialIndex;
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@ -31,7 +31,7 @@ struct Mesh {
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struct Face {
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size_t numIndices;
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size_t* indices;
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Vector3D* normals;
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Vector* normals;
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};
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struct Material {
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@ -28,7 +28,7 @@ Transform multiply(Transform t1, Transform t2) {
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return result;
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}
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void translate(Transform* transform, Vector3D vec) {
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void translate(Transform* transform, Vector vec) {
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*transform = multiply(
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(Transform) { .a1 = 1.0f, .a2 = 0.0f, .a3 = 0.0f, .a4 = vec.x,
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.b1 = 0.0f, .b2 = 1.0f, .b3 = 0.0f, .b4 = vec.y,
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@ -37,7 +37,7 @@ void translate(Transform* transform, Vector3D vec) {
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*transform);
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}
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void rotate(Transform* transform, Vector3D axis, float angle) {
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void rotate(Transform* transform, Vector axis, float angle) {
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axis = normalized(axis);
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float l = axis.x;
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float m = axis.y;
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@ -54,31 +54,31 @@ void rotate(Transform* transform, Vector3D axis, float angle) {
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*transform);
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}
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Vector3D addVectors(Vector3D v1, Vector3D v2){
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return (Vector3D) { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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Vector addVectors(Vector v1, Vector v2){
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return (Vector) { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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}
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Vector3D subtractVectors(Vector3D v1, Vector3D v2) {
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return (Vector3D) { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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Vector subtractVectors(Vector v1, Vector v2) {
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return (Vector) { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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}
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Vector3D crossProduct(Vector3D v1, Vector3D v2) {
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return (Vector3D) { .x = (v1.y * v2.z) - (v1.z * v2.y),
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.y = (v1.z * v2.x) - (v1.x * v2.z),
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.z = (v1.x * v2.y) - (v1.y * v2.x) };
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Vector crossProduct(Vector v1, Vector v2) {
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return (Vector) { .x = (v1.y * v2.z) - (v1.z * v2.y),
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.y = (v1.z * v2.x) - (v1.x * v2.z),
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.z = (v1.x * v2.y) - (v1.y * v2.x) };
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}
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float dotProduct(Vector3D v1, Vector3D v2) {
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float dotProduct(Vector v1, Vector v2) {
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return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
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}
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Vector3D scaleVector(Vector3D vec, float scale) {
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return (Vector3D) { vec.x * scale,
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vec.y * scale,
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vec.z * scale };
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Vector scaleVector(Vector vec, float scale) {
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return (Vector) { vec.x * scale,
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vec.y * scale,
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vec.z * scale };
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}
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Vector3D clampMagnitude(Vector3D vec, float maxMagnitude) {
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Vector clampMagnitude(Vector vec, float maxMagnitude) {
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float m = magnitude(vec);
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if (m > maxMagnitude) {
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vec = scaleVector(vec, maxMagnitude / m);
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@ -86,11 +86,11 @@ Vector3D clampMagnitude(Vector3D vec, float maxMagnitude) {
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return vec;
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}
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float magnitude(Vector3D vec) {
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float magnitude(Vector vec) {
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return sqrtf(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
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}
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Vector3D applyTransform(Transform transform, Vector3D vec) {
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Vector applyTransform(Transform transform, Vector vec) {
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GLfloat* a = (GLfloat*) &transform;
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GLfloat b[4] = { vec.x, vec.y, vec.z, 1.0f };
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GLfloat c[4];
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@ -102,14 +102,14 @@ Vector3D applyTransform(Transform transform, Vector3D vec) {
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+ a[(row * 4) + 2] * b[2]
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+ a[(row * 4) + 3] * b[3];
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}
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return (Vector3D) { c[0], c[1], c[2] };
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return (Vector) { c[0], c[1], c[2] };
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}
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Vector3D translationOf(Transform transform) {
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return (Vector3D) { transform.a4, transform.b4, transform.c4 };
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Vector translationOf(Transform transform) {
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return (Vector) { transform.a4, transform.b4, transform.c4 };
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}
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Vector3D normalized(Vector3D vec) {
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Vector normalized(Vector vec) {
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float m = magnitude(vec);
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return (Vector3D) { vec.x / m, vec.y / m, vec.z / m };
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return (Vector) { vec.x / m, vec.y / m, vec.z / m };
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}
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@ -3,10 +3,10 @@
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#include <GL/gl.h>
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typedef struct Vector3D Vector3D;
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typedef struct Vector Vector;
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typedef struct Transform Transform;
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struct Vector3D {
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struct Vector {
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float x;
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float y;
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float z;
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@ -23,17 +23,17 @@ static const float TAU = 6.28318530718f;
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Transform identity();
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Transform multiply(Transform t1, Transform t2);
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void translate(Transform* transform, Vector3D vec);
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void rotate(Transform* transform, Vector3D axis, float angle);
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Vector3D addVectors(Vector3D v1, Vector3D v2);
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Vector3D subtractVectors(Vector3D v1, Vector3D v2);
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Vector3D crossProduct(Vector3D v1, Vector3D v2);
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float dotProduct(Vector3D v1, Vector3D v2);
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Vector3D scaleVector(Vector3D vec, float scale);
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Vector3D clampMagnitude(Vector3D vec, float maxMagnitude);
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float magnitude(Vector3D vec);
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Vector3D applyTransform(Transform transform, Vector3D vec);
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Vector3D translationOf(Transform transform);
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Vector3D normalized(Vector3D vec);
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void translate(Transform* transform, Vector vec);
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void rotate(Transform* transform, Vector axis, float angle);
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Vector addVectors(Vector v1, Vector v2);
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Vector subtractVectors(Vector v1, Vector v2);
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Vector crossProduct(Vector v1, Vector v2);
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float dotProduct(Vector v1, Vector v2);
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Vector scaleVector(Vector vec, float scale);
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Vector clampMagnitude(Vector vec, float maxMagnitude);
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float magnitude(Vector vec);
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Vector applyTransform(Transform transform, Vector vec);
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Vector translationOf(Transform transform);
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Vector normalized(Vector vec);
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#endif // ENGINE_GEOMETRY_H_
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@ -101,7 +101,7 @@ static void setupCamera() {
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static void moveCameraTo(const Scene* anchor) {
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glMatrixMode(GL_PROJECTION);
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Vector3D pos = translationOf(worldTransform(anchor));
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Vector pos = translationOf(worldTransform(anchor));
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glTranslatef(-pos.x, -pos.y, -pos.z);
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}
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@ -153,8 +153,8 @@ static void drawSolid(const Solid* solid) {
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glBegin(GL_LINES);
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for (size_t i = 0; i < face.numIndices; ++i) {
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size_t vertIndex = face.indices[i];
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Vector3D vertex = mesh.vertices[vertIndex];
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Vector3D normal = face.normals[i];
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Vector vertex = mesh.vertices[vertIndex];
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Vector normal = face.normals[i];
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glColor3f(absolute(normal.x), absolute(normal.y), absolute(normal.z));
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glVertex3f(vertex.x, vertex.y, vertex.z);
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glVertex3f(vertex.x + normal.x, vertex.y + normal.y, vertex.z + normal.z);
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@ -178,14 +178,14 @@ static void drawSolid(const Solid* solid) {
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size_t vertIndex = face.indices[i];
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if (face.normals) {
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if (mesh.textureCoords) {
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Vector3D coords = mesh.textureCoords[vertIndex];
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Vector coords = mesh.textureCoords[vertIndex];
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glTexCoord2f(coords.x, coords.y);
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}
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Vector3D normal = face.normals[i];
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Vector normal = face.normals[i];
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glNormal3f(normal.x, normal.y, normal.z);
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}
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Vector3D vertex = mesh.vertices[vertIndex];
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Vector vertex = mesh.vertices[vertIndex];
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glVertex3f(vertex.x, vertex.y, vertex.z);
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}
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@ -28,9 +28,9 @@ static inline void setBlockInGrid(BlockGrid grid, size_t x, size_t z, Block* blo
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void initLevel() {
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playerSpawnTransform = identity();
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translate(&playerSpawnTransform, (Vector3D) { .x = -BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = -BLOCKGRID_CELL_SIZE });
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translate(&playerSpawnTransform, (Vector) { .x = -BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = -BLOCKGRID_CELL_SIZE });
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blockWall01.solid = importSolid("assets/wall01.3ds");
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@ -41,9 +41,9 @@ void initLevel() {
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for (size_t z = 0; z < levelGrid.depth; ++z) {
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for (size_t x = 0; x < levelGrid.width; ++x) {
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Scene* blockScene = newScene();
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translate(&blockScene->transform, (Vector3D) { .x = x * BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = z * BLOCKGRID_CELL_SIZE });
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translate(&blockScene->transform, (Vector) { .x = x * BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = z * BLOCKGRID_CELL_SIZE });
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blockScene->solid = getBlockFromGrid(levelGrid, x, z)->solid;
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insertChildScene(levelScene, blockScene);
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}
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case 0xFF00FFFF:
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block = &blockEmpty;
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playerSpawnTransform = identity();
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translate(&playerSpawnTransform, (Vector3D) { .x = x * BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = z * BLOCKGRID_CELL_SIZE });
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translate(&playerSpawnTransform, (Vector) { .x = x * BLOCKGRID_CELL_SIZE,
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.y = 0.0f,
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.z = z * BLOCKGRID_CELL_SIZE });
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break;
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default:
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block = &blockEmpty;
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@ -7,20 +7,20 @@ static const float movementSpeed = 2.5f;
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Scene* playerCharacter;
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static Transform screenToWorldMovementTransform;
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static Vector3D worldMovementUp;
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static Vector3D worldMovementDown;
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static Vector3D worldMovementLeft;
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static Vector3D worldMovementRight;
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static Vector worldMovementUp;
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static Vector worldMovementDown;
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static Vector worldMovementLeft;
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static Vector worldMovementRight;
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static Direction movementDirection;
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static void movePlayer(Vector3D direction, float delta);
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static Vector3D worldMovementDirection(float x, float y);
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static void movePlayer(Vector direction, float delta);
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static Vector worldMovementDirection(float x, float y);
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void initPlayer() {
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screenToWorldMovementTransform = identity();
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rotate(&screenToWorldMovementTransform, (Vector3D) { 0.0f, 1.0f, 0.0f }, - TAU / 8.0f);
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rotate(&screenToWorldMovementTransform, (Vector) { 0.0f, 1.0f, 0.0f }, - TAU / 8.0f);
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worldMovementUp = worldMovementDirection(0.0f, 1.0f);
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worldMovementDown = worldMovementDirection(0.0f, -1.0f);
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@ -38,7 +38,7 @@ void spawnPlayer(Transform transform) {
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}
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void updatePlayer(float delta) {
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Vector3D direction = { 0.0f, 0.0f, 0.0f };
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Vector direction = { 0.0f, 0.0f, 0.0f };
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if (movementDirection & DIRECTION_UP) {
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direction = addVectors(direction, worldMovementUp);
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}
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@ -62,14 +62,14 @@ void stopMovement(Direction direction) {
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movementDirection &= ~direction;
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}
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static void movePlayer(Vector3D direction, float delta) {
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static void movePlayer(Vector direction, float delta) {
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direction = clampMagnitude(direction, 1.0f);
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Vector3D displacement = scaleVector(direction, delta * movementSpeed);
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Vector displacement = scaleVector(direction, delta * movementSpeed);
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translate(&playerCharacter->transform, displacement);
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}
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static Vector3D worldMovementDirection(float x, float y) {
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Vector3D direction = (Vector3D) { x, 0.0f, -y };
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static Vector worldMovementDirection(float x, float y) {
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Vector direction = (Vector) { x, 0.0f, -y };
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direction = normalized(
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applyTransform(screenToWorldMovementTransform, direction));
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return direction;
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