smh merge
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@@ -12,6 +12,7 @@ public:
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glm::mat4 GetViewMatrix();
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glm::mat4 GetViewMatrix();
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glm::mat4 GetProjectionMatrix();
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glm::mat4 GetProjectionMatrix();
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glm::mat4 GetFrustrumMatrix();
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void UpdateProjection(int width, int height);
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void UpdateProjection(int width, int height);
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@@ -34,7 +35,7 @@ private:
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glm::mat4 viewMatrix = {};
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glm::mat4 viewMatrix = {};
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glm::mat4 projMatrix = {};
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glm::mat4 projMatrix = {};
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};
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};
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#endif
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#endif
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@@ -13,6 +13,7 @@ Entity::Entity(glm::vec3 postion, glm::vec3 direction, std::shared_ptr<Camera> c
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}
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}
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}
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}
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<<<<<<< HEAD
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Player::Player(glm::vec3 position, glm::vec3 direction) {
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Player::Player(glm::vec3 position, glm::vec3 direction) {
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}
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}
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@@ -29,3 +30,21 @@ void Player::HandleMouseSDL(SDL_Event e) {
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void UpdateDirection(glm::vec3 direction);
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void UpdateDirection(glm::vec3 direction);
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void CameaUpdateProjection(int xres, int yres);
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void CameaUpdateProjection(int xres, int yres);
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=======
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Player::Player(glm::vec3 position, glm::vec3 direction, std::shared_ptr<Camera> camera)
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: Entity(position, direction, camera) {
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camera->Position =
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}
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Player(glm::vec3 position, glm::vec3 direction = {0.0f, 0.0f, 0.0f});
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void Move(Uint8* state);
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void HandleMouse(SDL_Event e);
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void UpdatePosition(glm::vec3 position);
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void UpdateDirection(glm::vec3 direction);
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void CameaUpdateProjection(int xres, int yres);
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>>>>>>> 0b6a3b520cd2e51e4d8cf7716ec4ddcf51297e2e
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@@ -10,8 +10,6 @@ public:
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Entity(glm::vec3 position, glm::vec3 direction = { 0.0f, 0.0f, 0.0f }, std::shared_ptr<Camera> camera = std::make_shared<Camera>());
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Entity(glm::vec3 position, glm::vec3 direction = { 0.0f, 0.0f, 0.0f }, std::shared_ptr<Camera> camera = std::make_shared<Camera>());
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bool Player = false;
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// World position, 1.7 units below the
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// World position, 1.7 units below the
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// camera position.
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// camera position.
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glm::vec3 Position;
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glm::vec3 Position;
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@@ -36,7 +34,7 @@ public:
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class Player : public Entity {
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class Player : public Entity {
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public:
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public:
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Player(glm::vec3 position, glm::vec3 direction = {0.0f, 0.0f, 0.0f});
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Player(glm::vec3 position, glm::vec3 direction, std::shared_ptr<Camera> camera);
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void Move(Uint8* state);
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void Move(Uint8* state);
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void HandleMouseSDL(SDL_Event e);
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void HandleMouseSDL(SDL_Event e);
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