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imguizmo
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550ff3aeec
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550ff3aeec
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127fa1fcb8
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@@ -183,6 +183,51 @@ T Lerp(T v0, T v1, T t) {
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} // namespace maths
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template<typename T>
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Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
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return {vect.x + other.x, vect.y + other.y};
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect) {
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return { -vect.x, -vect.y };
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}
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template<typename T>
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Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect) {
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return { -vect.x, -vect.y, -vect.z };
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}
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template<typename T>
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Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z };
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}
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template<typename T>
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Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
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return vect + (-other);
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect) {
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return { -vect.x, -vect.y, -vect.z, -vect.w };
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}
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template<typename T>
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Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
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return { vect.x + other.x, vect.y + other.y, vect.z + other.z, vect.w + other.w };
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}
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template<typename T>
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Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
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return vect + (-other);
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}
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template <typename T>
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sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
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return a_Buffer << a_Vec.x << a_Vec.y;
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@@ -35,6 +35,7 @@ class Camera {
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void UpdatePerspective(float a_AspectRatio);
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void SetCamPos(const Vec3f& a_NewPos);
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const Vec3f& GetCamPos() const;
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};
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} // namespace render
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@@ -17,6 +17,9 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
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virtual ~WorldRenderer();
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virtual void Render(float a_Lerp) override;
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private:
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void UpdateControls();
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};
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} // namespace render
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@@ -1,3 +1,4 @@
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#include "td/Maths.h"
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#include <td/render/Camera.h>
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#include <cmath>
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@@ -24,5 +25,9 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
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OnViewChange();
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}
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const Vec3f& Camera::GetCamPos() const {
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return m_CamPos;
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}
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} // namespace render
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} // namespace td
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@@ -1,3 +1,4 @@
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#include <td/Maths.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/render/loader/WorldLoader.h>
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@@ -13,7 +14,17 @@ WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) :
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WorldRenderer::~WorldRenderer() {}
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void WorldRenderer::UpdateControls() {
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if (ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
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constexpr float sensitivity = 1.0f;
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float delta = ImGui::GetIO().DeltaTime;
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auto mouseDelta = ImGui::GetIO().MouseDelta;
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m_Camera.SetCamPos(m_Camera.GetCamPos() + Vec3f{-mouseDelta.x * delta * sensitivity, 0, -mouseDelta.y * delta * sensitivity});
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}
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}
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void WorldRenderer::Render(float a_Lerp) {
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UpdateControls();
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m_Shader->Start();
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Renderer::Render(*m_WorldVao);
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}
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