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Update examples
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3 changed files with 8283 additions and 8303 deletions
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@ -30,7 +30,10 @@
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#define TEXTURE_W 256
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#define TEXTURE_H 256
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#define MAX_VELOCITY 800
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#define MAX_VELOCITY 1000
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#define ACCELERATION 700
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#define TURN_SPEED 300
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#define FRICTION 600
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S3L_Model3D models[2];
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@ -273,9 +276,9 @@ int main()
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uint8_t *state = SDL_GetKeyboardState(NULL);
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int16_t step = velocity * frameDiff;
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int16_t stepFriction = 300 * frameDiff;
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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 stepFriction = FRICTION * frameDiff;
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int16_t stepRotation = TURN_SPEED * frameDiff * S3L_max(0,velocity - 200) / ((float) MAX_VELOCITY);
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int16_t stepVelocity = S3L_nonZero(ACCELERATION * frameDiff);
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if (stepRotation == 0 && S3L_abs(velocity) >= 200)
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stepRotation = 1;
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@ -320,7 +323,7 @@ int main()
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if (coll == 1)
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{
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handleCollision(&(models[1].transform.translation),previousCarPos);
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friction = 8;
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friction = 2;
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}
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else if (coll == 2)
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{
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@ -340,7 +343,7 @@ int main()
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velocity = S3L_min(0,velocity + stepFriction * friction);
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S3L_Unit cameraDistance =
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S3L_FRACTIONS_PER_UNIT / 2 + (S3L_abs(velocity) * (S3L_FRACTIONS_PER_UNIT / 2) / MAX_VELOCITY);
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S3L_interpolate(S3L_FRACTIONS_PER_UNIT / 2,S3L_FRACTIONS_PER_UNIT,S3L_abs(velocity),MAX_VELOCITY);
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scene.camera.transform.translation.x =
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scene.models[1].transform.translation.x - (carDirection.x * cameraDistance) / S3L_FRACTIONS_PER_UNIT;
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16555
programs/cityTexture.h
16555
programs/cityTexture.h
File diff suppressed because it is too large
Load diff
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@ -496,25 +496,23 @@ int main()
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target0 = scene.models[0].transform.translation;
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target1 = scene.models[2].transform.translation;
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transform0.translation.x = 2 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.y = 4 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.z = -14 * S3L_FRACTIONS_PER_UNIT;
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S3L_lookAt(target0,&transform0);
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transform0.rotation.x = -S3L_FRACTIONS_PER_UNIT / 12;
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transform1.rotation.y = S3L_FRACTIONS_PER_UNIT / 8;
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transform1.translation.x = 5 * S3L_FRACTIONS_PER_UNIT;
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transform1.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
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transform1.translation.z = 3 * S3L_FRACTIONS_PER_UNIT;
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transform1.rotation.x = S3L_FRACTIONS_PER_UNIT / 8;
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S3L_lookAt(target1,&transform1);
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//transform1.rotation.y = -S3L_FRACTIONS_PER_UNIT + transform1.rotation.y;
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transform1.rotation.x = transform0.rotation.x;
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transform1.rotation.y = transform0.rotation.y;
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int frames = 100;
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for (int i = 0; i < frames; ++i) // render the frames
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for (int i = 0; i < frames; ++i) // render the frames
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{
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animateWater();
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