last onewfds
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+4
-3
@@ -128,7 +128,6 @@ void Engine::Initiate()
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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Font* arial = new Font("assets/ft/arial.ttf");
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Font* arial = new Font("assets/ft/arial.ttf");
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Texture* blanktex = new Texture("assets/blanktexture.png");
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Texture* blanktex = new Texture("assets/blanktexture.png");
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Texture* blacktex = new Texture("assets/blacktexture.png");
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Texture* magic = new Texture("assets/itsmagicbitch.jpg");
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Texture* magic = new Texture("assets/itsmagicbitch.jpg");
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Texture* snowflake = new Texture("assets/snowflake.png");
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Texture* snowflake = new Texture("assets/snowflake.png");
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Texture* shockwavetex = new Texture("assets/shockwave.png");
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Texture* shockwavetex = new Texture("assets/shockwave.png");
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@@ -472,7 +471,8 @@ void Engine::Initiate()
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glm::vec3 grappleLineEnd(0.0f);
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glm::vec3 grappleLineEnd(0.0f);
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Mesh* grappleLine = CreateCubeMesh();
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Mesh* grappleLine = CreateCubeMesh();
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grappleLine->name = "grappleline";
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grappleLine->name = "grappleline";
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grappleLine->meshTexture = blacktex;
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grappleLine->meshTexture = blanktex;
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grappleLine->colorOverride = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f); // black
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grappleLine->t.TranslateTo({ 0.0f, -1000.0f, 0.0f }); // hidden until a grapple latches
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grappleLine->t.TranslateTo({ 0.0f, -1000.0f, 0.0f }); // hidden until a grapple latches
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grappleLine->BindToRenderSystem();
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grappleLine->BindToRenderSystem();
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mainf->AddChild(grappleLine);
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mainf->AddChild(grappleLine);
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@@ -1034,7 +1034,8 @@ void Engine::Initiate()
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if (len > 0.01f) {
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if (len > 0.01f) {
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grappleLine->t.TranslateTo(handPos + delta * 0.5f);
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grappleLine->t.TranslateTo(handPos + delta * 0.5f);
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grappleLine->t.ScaleTo({ 0.05f, 0.05f, len });
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grappleLine->t.ScaleTo({ 0.05f, 0.05f, len });
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grappleLine->t.RotateToQuaternion(LookAt(delta));
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// Plain shortest-arc rotation of the box's long (z) axis onto the rope; LookAt breaks on straight up/down
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grappleLine->t.RotateToQuaternion(RotationBetweenVectors(glm::vec3(0.0f, 0.0f, 1.0f), delta));
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}
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}
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}
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}
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else grappleLine->t.TranslateTo(hiddenPos);
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else grappleLine->t.TranslateTo(hiddenPos);
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@@ -37,6 +37,7 @@ class Mesh : public Object , public Renderable, public t_package , public MeshDa
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protected:
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protected:
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public:
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public:
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Texture* meshTexture = nullptr;
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Texture* meshTexture = nullptr;
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glm::vec4 colorOverride = glm::vec4(0.0f); // rgb + strength; 0 = use the texture's own colour
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VAO vao;
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VAO vao;
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VBO vbo;
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VBO vbo;
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@@ -469,6 +470,7 @@ public:
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else glBindTexture(GL_TEXTURE_2D, 0);
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else glBindTexture(GL_TEXTURE_2D, 0);
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ShaderProgram.SetMat4("modl", topass);
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ShaderProgram.SetMat4("modl", topass);
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ShaderProgram.Set4F("colorOverride", colorOverride);
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vao.Bind();
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vao.Bind();
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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vao.Unbind();
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vao.Unbind();
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Before Width: | Height: | Size: 60 B After Width: | Height: | Size: 686 B |
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