Starting basic physics, nothing fancy
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@ -11,4 +11,6 @@
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#define INPUT_BIND_NEGATIVE_X INPUT_BIND(2)
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#define INPUT_BIND_POSITIVE_X INPUT_BIND(3)
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#define INPUT_BIND_NEGATIVE_Y INPUT_BIND(4)
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#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)
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#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)
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#define INPUT_BIND_MOUSE_X INPUT_BIND(6)
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#define INPUT_BIND_MOUSE_Y INPUT_BIND(7)
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@ -7,6 +7,9 @@
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#include "scene/Scene.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "prefabs/TicTacToeTilePrefab.hpp"
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#include "display/mesh/SphereMesh.hpp"
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#include "scene/components/physics/3d/RayTester3D.hpp"
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namespace Dawn {
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class TicTacToeScene : public Scene {
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@ -16,19 +19,34 @@ namespace Dawn {
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void stage() override {
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(5, 5, 5), glm::vec3(0, 0, 0));
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camera->transform->lookAt(glm::vec3(0, 0, 5), glm::vec3(0, 0, 0));
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camera->type = CAMERA_TYPE_ORTHONOGRAPHIC;
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float_t s = 2.0f;
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camera->orthoTop = -s;
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camera->orthoBottom = s;
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float_t ratio = 1.0f / 9.0f * 16.0f;
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camera->orthoLeft = -s * ratio;
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camera->orthoRight = s * ratio;
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auto cube = SimpleSpinningCubePrefab::create(this);
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// SphereMesh::createSphere(&cube->meshHost->mesh, 1.0f, 16, 16);
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auto tester = cube->addComponent<RayTester3D>();
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tester->prefab = cube;
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tester->camera = camera;
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int32_t i = 0;
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for(int32_t x = -1; x <= 1; x++) {
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for(int32_t y = -1; y <= 1; y++) {
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auto tile = TicTacToeTilePrefab::prefabCreate(this);
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continue;
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auto tile = TicTacToeTilePrefab::create(this);
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tile->transform.setLocalPosition(glm::vec3(x * 1.25f, y * 1.25f, 0));
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// tile->ticTacToe->setState(i % 2 == 0 ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT);
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tile->ticTacToe->setState(i % 2 == 0 ? TIC_TAC_TOE_CROSS : TIC_TAC_TOE_NOUGHT);
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tiles[i++] = tile;
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}
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}
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}
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std::vector<Asset*> getRequiredAssets() override {
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