Entity system at last
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@@ -13,38 +13,47 @@ 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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<<<<<<< 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, std::shared_ptr<Camera> camera)
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: Entity(position, direction, camera) {
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Position = { 0, 64, 0 };
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EntityCamera->Position = { Position.x, Position.y + EyePosition, Position.z };
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EntityCamera->UpdateView();
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}
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void Player::Move(Uint8* state) {
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void Player::MoveSDL(Uint8* state) {
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EntityCamera->MoveCamera(state);
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Position = EntityCamera->Position;
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Position.y -= EyePosition;
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}
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void Player::HandleMouseSDL(SDL_Event e) {
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}
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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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=======
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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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EntityCamera->HandleMouse(e);
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Direction = EntityCamera->LookDirection;
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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 Player::UpdatePosition(glm::vec3 position) {
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void Move(Uint8* state);
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void HandleMouse(SDL_Event e);
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Position = position;
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EntityCamera->UpdatePosition({ Position.x, Position.y + EyePosition, Position.z });
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void UpdatePosition(glm::vec3 position);
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void UpdateDirection(glm::vec3 direction);
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}
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void CameaUpdateProjection(int xres, int yres);
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>>>>>>> 0b6a3b520cd2e51e4d8cf7716ec4ddcf51297e2e
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void Player::UpdateDirection(glm::vec3 direction) {
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Direction = direction;
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EntityCamera->UpdateLookDirection(direction);
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}
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void Player::CameraUpdateProjection(int xres, int yres) {
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EntityCamera->UpdateProjection(xres, yres);
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}
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