Add undo redo for editor, refactor cameras a bit
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@ -3,62 +3,28 @@ package game
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import lg "core:math/linalg"
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import rl "libs:raylib"
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update_free_look_camera :: proc(es: ^Editor_State) {
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input: rl.Vector2
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if rl.IsKeyDown(.UP) || rl.IsKeyDown(.W) {
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input.y -= 1
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}
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if rl.IsKeyDown(.DOWN) || rl.IsKeyDown(.S) {
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input.y += 1
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}
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if rl.IsKeyDown(.LEFT) || rl.IsKeyDown(.A) {
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input.x -= 1
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}
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if rl.IsKeyDown(.RIGHT) || rl.IsKeyDown(.D) {
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input.x += 1
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}
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should_capture_mouse := rl.IsMouseButtonDown(.RIGHT)
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if es.mouse_captured != should_capture_mouse {
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if should_capture_mouse {
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rl.DisableCursor()
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} else {
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rl.EnableCursor()
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}
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}
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es.mouse_captured = should_capture_mouse
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if es.mouse_captured {
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get_runtime_world().camera_yaw_pitch += rl.GetMouseDelta().yx * -1 * 0.001
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}
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get_runtime_world().camera_speed += rl.GetMouseWheelMove() * 0.01
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get_runtime_world().camera_speed = lg.clamp(get_runtime_world().camera_speed, 0.01, 10)
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rotation_matrix := camera_rotation_matrix()
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forward := -rotation_matrix[2]
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right := lg.cross(rl.Vector3{0, 1, 0}, forward)
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input = lg.normalize0(input)
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get_world().player_pos +=
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(input.x * right + input.y * forward) * get_runtime_world().camera_speed
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}
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update_editor :: proc(es: ^Editor_State, dt: f32) {
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update_world(&es.world, dt, false)
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update_free_look_camera(es)
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free_camera_update(&es.camera)
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did_undo_redo := false
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if rl.IsKeyPressed(.Z) && rl.IsKeyDown(.LEFT_CONTROL) {
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world_stack_pop(&es.world_stack)
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did_undo_redo = true
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}
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if !did_undo_redo {
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switch es.track_edit_state {
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case .Select:
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{
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if rl.IsKeyPressed(.F) {
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world_stack_push(&es.world_stack)
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add_track_spline_point()
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}
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if is_point_selected() {
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if rl.IsKeyPressed(.X) {
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world_stack_push(&es.world_stack)
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if len(es.point_selection) <= 1 {
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for i in es.point_selection {
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ordered_remove(&get_world().track.points, i)
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@ -77,6 +43,7 @@ update_editor :: proc(es: ^Editor_State, dt: f32) {
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es.track_edit_state = .Move
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es.move_axis = .None
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es.total_movement_world = {}
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world_stack_push(&es.world_stack)
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// es.initial_point_pos = g_mem.track.points[es.selected_track_point]
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}
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}
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@ -150,4 +117,8 @@ update_editor :: proc(es: ^Editor_State, dt: f32) {
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}
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}
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}
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}
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// world := world_stack_current(&es.world_stack)
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// update_world(world, dt, false)
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}
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178
game/game.odin
178
game/game.odin
@ -157,14 +157,82 @@ Move_Axis :: enum {
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YZ,
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}
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// For undo/redo
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World_Stack :: struct {
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worlds: []World,
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head, tail: int,
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}
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world_stack_init :: proc(stack: ^World_Stack, num_snapshots: int, allocator := context.allocator) {
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assert(num_snapshots > 0)
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stack.worlds = make([]World, num_snapshots, allocator)
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world_stack_push(stack)
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}
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world_stack_destroy :: proc(stack: ^World_Stack, allocator := context.allocator) {
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for &world in stack.worlds {
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destroy_world(&world)
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}
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delete(stack.worlds, allocator)
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}
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world_stack_len :: proc(stack: ^World_Stack) -> int {
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if stack.tail >= stack.head {
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return stack.tail - stack.head
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} else {
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return (stack.tail + len(stack.worlds)) - stack.head
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}
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}
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world_stack_current :: proc(stack: ^World_Stack) -> ^World {
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if world_stack_len(stack) > 0 {
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return &stack.worlds[(stack.tail - 1) %% len(stack.worlds)]
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}
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return nil
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}
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world_stack_push :: proc(stack: ^World_Stack) {
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stack_len := world_stack_len(stack)
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assert(stack_len <= len(stack.worlds))
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if stack_len == len(stack.worlds) {
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stack.head = (stack.head + 1) %% len(stack.worlds)
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}
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assert(world_stack_len(stack) < len(stack.worlds))
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prev_world := world_stack_current(stack)
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stack.tail = (stack.tail + 1) %% len(stack.worlds)
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new_world := world_stack_current(stack)
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if prev_world != nil {
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copy_world(new_world, prev_world)
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}
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}
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world_stack_pop :: proc(stack: ^World_Stack) {
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if world_stack_len(stack) > 1 {
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stack.tail = (stack.tail - 1) %% len(stack.worlds)
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}
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}
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Editor_State :: struct {
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world: World,
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world_stack: World_Stack,
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mouse_captured: bool,
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point_selection: map[int]bool,
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track_edit_state: Track_Edit_State,
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move_axis: Move_Axis,
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total_movement_world: rl.Vector3,
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initial_point_pos: rl.Vector3,
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camera: Free_Camera,
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}
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editor_state_init :: proc(es: ^Editor_State, num_snapshots: int) {
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world_stack_init(&es.world_stack, num_snapshots)
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}
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editor_state_destroy :: proc(es: ^Editor_State) {
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world_stack_destroy(&es.world_stack)
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}
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g_mem: ^Game_Memory
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@ -175,7 +243,7 @@ get_runtime_world :: proc() -> ^Runtime_World {
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get_world :: proc() -> ^World {
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return(
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g_mem.editor ? &g_mem.es.world : &g_mem.runtime_world.world_snapshots[g_mem.runtime_world.current_world_index] \
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g_mem.editor ? world_stack_current(&g_mem.es.world_stack) : &g_mem.runtime_world.world_snapshots[g_mem.runtime_world.current_world_index] \
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)
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}
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@ -208,13 +276,7 @@ camera_forward_vec :: proc() -> rl.Vector3 {
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game_camera_3d :: proc() -> rl.Camera3D {
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if g_mem.editor || g_mem.free_cam {
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return {
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position = get_world().player_pos,
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up = {0, 1, 0},
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fovy = 60,
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target = get_world().player_pos + camera_forward_vec(),
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projection = .PERSPECTIVE,
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}
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return free_camera_to_rl(&g_mem.es.camera)
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}
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return get_runtime_world().camera
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@ -234,9 +296,9 @@ is_point_selected :: proc() -> bool {
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}
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add_track_spline_point :: proc() {
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forward := camera_rotation_matrix()[2]
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forward := -free_camera_rotation(g_mem.es.camera)[2]
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append(&get_world().track.points, get_world().player_pos + forward)
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append(&get_world().track.points, g_mem.es.camera.pos + forward)
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select_track_point(len(&get_world().track.points) - 1)
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}
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@ -576,6 +638,12 @@ update_runtime_world :: proc(runtime_world: ^Runtime_World, dt: f32) {
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}
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}
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Free_Camera :: struct {
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pos: rl.Vector3,
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yaw, pitch: f32,
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speed: f32,
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}
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Orbit_Camera :: struct {
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target: rl.Vector3,
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yaw, pitch: f32,
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@ -584,11 +652,7 @@ Orbit_Camera :: struct {
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GAMEPAD_DEADZONE :: f32(0.07)
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orbit_camera_update :: proc(camera: ^Orbit_Camera) {
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world := runtime_world_current_world(get_runtime_world())
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camera.target =
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physics.get_body(physics.get_sim_state(&world.physics_scene), world.car_handle).x
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collect_camera_input :: proc() -> (delta: rl.Vector2, sense: f32) {
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gamepad_delta := rl.Vector2 {
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rl.GetGamepadAxisMovement(0, .RIGHT_X),
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rl.GetGamepadAxisMovement(0, .RIGHT_Y),
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@ -615,19 +679,26 @@ orbit_camera_update :: proc(camera: ^Orbit_Camera) {
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MOUSE_SENSE :: 0.01
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GAMEPAD_SENSE :: 1
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final_sense: f32
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delta: rl.Vector2
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if linalg.length2(mouse_delta) > linalg.length2(gamepad_delta) {
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final_sense = MOUSE_SENSE
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sense = MOUSE_SENSE
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delta = mouse_delta
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} else {
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final_sense = GAMEPAD_SENSE * rl.GetFrameTime()
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sense = GAMEPAD_SENSE * rl.GetFrameTime()
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delta = gamepad_delta
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}
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camera.yaw += delta.x * final_sense
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camera.pitch += delta.y * final_sense
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return
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}
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orbit_camera_update :: proc(camera: ^Orbit_Camera) {
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world := runtime_world_current_world(get_runtime_world())
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camera.target =
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physics.get_body(physics.get_sim_state(&world.physics_scene), world.car_handle).x
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delta, sense := collect_camera_input()
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camera.yaw += delta.x * sense
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camera.pitch += delta.y * sense
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camera.pitch = math.clamp(camera.pitch, -math.PI / 2.0 + 0.0001, math.PI / 2.0 - 0.0001)
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}
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@ -652,6 +723,60 @@ orbit_camera_to_rl :: proc(camera: Orbit_Camera) -> rl.Camera3D {
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return result
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}
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Matrix3 :: # row_major matrix[3, 3]f32
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free_camera_rotation :: proc(camera: Free_Camera) -> linalg.Matrix3f32 {
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return(
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linalg.matrix3_rotate_f32(camera.yaw, {0, 1, 0}) *
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linalg.matrix3_rotate_f32(camera.pitch, {1, 0, 0}) \
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)
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}
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free_camera_update :: proc(camera: ^Free_Camera) {
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delta, sense := collect_camera_input()
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camera.yaw -= delta.x * sense
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camera.pitch -= delta.y * sense
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camera.pitch = math.clamp(camera.pitch, -math.PI / 2.0 + 0.0001, math.PI / 2.0 - 0.0001)
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input: rl.Vector2
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if rl.IsKeyDown(.UP) || rl.IsKeyDown(.W) {
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input.y += 1
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}
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if rl.IsKeyDown(.DOWN) || rl.IsKeyDown(.S) {
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input.y -= 1
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}
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if rl.IsKeyDown(.LEFT) || rl.IsKeyDown(.A) {
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input.x -= 1
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}
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if rl.IsKeyDown(.RIGHT) || rl.IsKeyDown(.D) {
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input.x += 1
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}
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camera.speed += rl.GetMouseWheelMove() * 0.01
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camera.speed = linalg.clamp(camera.speed, 0.01, 10)
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rotation := free_camera_rotation(camera^)
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forward := -rotation[2]
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right := rotation[0]
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input = linalg.normalize0(input)
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camera.pos += (input.x * right + input.y * forward) * camera.speed
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}
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free_camera_to_rl :: proc(camera: ^Free_Camera) -> (result: rl.Camera3D) {
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rotation := free_camera_rotation(camera^)
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forward := -rotation[2]
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result.position = camera.pos
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result.target = camera.pos + forward
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result.up = rl.Vector3{0, 1, 0}
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result.fovy = 60
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return result
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}
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update :: proc() {
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tracy.Zone()
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@ -666,7 +791,7 @@ update :: proc() {
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if rl.IsKeyPressed(.F1) {
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g_mem.free_cam = !g_mem.free_cam
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g_mem.es.world.player_pos = g_mem.runtime_world.camera.position
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// g_mem.es.world.player_pos = g_mem.runtime_world.camera.position
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}
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if rl.IsKeyPressed(.F2) && !g_mem.free_cam {
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@ -721,7 +846,7 @@ update :: proc() {
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world := runtime_world_current_world(get_runtime_world())
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if g_mem.free_cam {
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update_free_look_camera(get_editor_state())
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free_camera_update(&g_mem.es.camera)
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} else {
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switch get_runtime_world().camera_mode {
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case .Orbit:
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@ -1119,6 +1244,7 @@ game_init :: proc() {
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init_physifs_raylib_callbacks()
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assets.assetman_init(&g_mem.assetman)
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editor_state_init(&g_mem.es, 100)
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runtime_world_init(&g_mem.runtime_world, 100)
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g_mem.default_font = rl.GetFontDefault()
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@ -1135,7 +1261,7 @@ game_init :: proc() {
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@(export)
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game_shutdown :: proc() {
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assets.shutdown(&g_mem.assetman)
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destroy_world(&g_mem.es.world)
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editor_state_destroy(&g_mem.es)
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delete(g_mem.es.point_selection)
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runtime_world_destroy(&g_mem.runtime_world)
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