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1 changed files with 31 additions and 25 deletions
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@ -14,7 +14,7 @@
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_SORT 0
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_Z_BUFFER 1
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#define S3L_Z_BUFFER 2
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_PIXEL_FUNCTION drawPixel
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@ -30,7 +30,7 @@
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#define TEXTURE_W 256
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#define TEXTURE_W 256
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#define TEXTURE_H 256
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#define TEXTURE_H 256
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#define MAX_VELOCITY 1000
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#define MAX_VELOCITY 800
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S3L_Model3D models[2];
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S3L_Model3D models[2];
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@ -168,6 +168,24 @@ static inline uint32_t collision(S3L_Vec4 worldPosition)
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return collisionMap[index];
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return collisionMap[index];
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}
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}
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void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
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{
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S3L_Vec4 newPos = *pos;
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newPos.x = previousPos.x;
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if (collision(newPos))
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{
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newPos = *pos;
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newPos.z = previousPos.z;
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if (collision(newPos))
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newPos = previousPos;
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}
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*pos = newPos;
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}
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int16_t fps = 0;
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int16_t fps = 0;
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int main()
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int main()
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@ -201,8 +219,8 @@ int main()
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S3L_initVec4(&carDirection);
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S3L_initVec4(&carDirection);
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scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 3;
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scene.camera.transform.translation.y = (3 * S3L_FRACTIONS_PER_UNIT) / 5;
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scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 32;
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scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16;
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int16_t velocity = 0;
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int16_t velocity = 0;
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@ -238,7 +256,7 @@ int main()
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int16_t step = velocity * frameDiff;
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int16_t step = velocity * frameDiff;
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int16_t stepFriction = 300 * frameDiff;
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int16_t stepFriction = 300 * frameDiff;
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int16_t stepRotation = 200 * frameDiff * S3L_abs(velocity) / ((float) MAX_VELOCITY);
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int16_t stepRotation = 200 * frameDiff * S3L_max(0,velocity - 400) / ((float) MAX_VELOCITY);
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int16_t stepVelocity = S3L_nonZero(1000 * frameDiff);
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int16_t stepVelocity = S3L_nonZero(1000 * frameDiff);
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if (stepRotation == 0 && S3L_abs(velocity) >= 200)
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if (stepRotation == 0 && S3L_abs(velocity) >= 200)
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@ -250,19 +268,20 @@ int main()
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if (state[SDL_SCANCODE_LEFT])
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if (state[SDL_SCANCODE_LEFT])
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{
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{
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models[1].transform.rotation.y += stepRotation;
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models[1].transform.rotation.y += stepRotation;
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models[1].transform.rotation.z = S3L_min(velocity / 64, models[1].transform.rotation.z + stepRotation);
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models[1].transform.rotation.z = S3L_min(velocity / 64, models[1].transform.rotation.z + 1);
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}
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}
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else if (state[SDL_SCANCODE_RIGHT])
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else if (state[SDL_SCANCODE_RIGHT])
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{
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{
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models[1].transform.rotation.y -= stepRotation;
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models[1].transform.rotation.y -= stepRotation;
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models[1].transform.rotation.z = S3L_max(-velocity / 64, models[1].transform.rotation.z - stepRotation);
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models[1].transform.rotation.z = S3L_max(-velocity / 64, models[1].transform.rotation.z - 1);
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}
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}
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else
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else
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models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4;
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models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4;
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S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
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S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
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S3L_Vec4 previousPos = models[1].transform.translation;
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S3L_Vec4 previousCarPos = models[1].transform.translation;
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S3L_Vec4 previousCamPos = scene.camera.transform.translation;
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int16_t friction = 0;
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int16_t friction = 0;
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@ -282,24 +301,8 @@ int main()
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{
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{
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if (coll == 1)
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if (coll == 1)
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{
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{
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S3L_Vec4 newPos = models[1].transform.translation;
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handleCollision(&(models[1].transform.translation),previousCarPos);
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newPos.x = previousPos.x;
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friction = 8;
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friction = 8;
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if (collision(newPos))
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{
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newPos = models[1].transform.translation;
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newPos.z = previousPos.z;
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if (collision(newPos))
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{
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newPos = previousPos;
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velocity = 0;
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}
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}
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models[1].transform.translation = newPos;
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}
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}
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else if (coll == 2)
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else if (coll == 2)
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{
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{
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@ -329,6 +332,9 @@ int main()
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scene.camera.transform.rotation.y = models[1].transform.rotation.y;
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scene.camera.transform.rotation.y = models[1].transform.rotation.y;
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if (collision(scene.camera.transform.translation))
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handleCollision(&(scene.camera.transform.translation),previousCamPos);
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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