init dump
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276
Sources/Test/Objects/Colin.swift
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276
Sources/Test/Objects/Colin.swift
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import SDL2
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import simd
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import OpenGL.GL
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import JolkEngine
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class Colin: Actor
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{
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var position: Vec3f { _pos }
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var transform: Mat4f
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{
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//.rotate(yaw: angle.x, pitch: angle.y, roll: sin(time)) *
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//.scale(Vec3f(1.0 + 0.25 * cos(time), 1.0 + 0.25 * sin(time), 1.0)) *
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.rotate(yawPitch: angle) * .translate(-position - Vec3f(0, 1, 0))
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}
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var angle: Vec2f { return Vec2f(ofsAngle.x + _angle, ofsAngle.y) }
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var fov: Float { return _fov }
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private var time: Float = 0.0
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//private var jumpVel: Float = 0.0
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private var velocity: Vec3f = .zero
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private var _pos: Vec3f = .zero
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private var _pos2D: Vec2f { get { Vec2f(_pos.x, _pos.z) } set(new) { _pos.x = new.x; _pos.z = new.y } }
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private var _angle: Float = 0.0
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private var ofsAngle: Vec2f = .zero
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private var _fov: Float = 60.0
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private var nutted = false
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private var colinMode = false
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private var backPressed = false
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private let colinWidth: Float = 0.2
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private func move2D(new: Vec2f, edges: [Collision.Edge])
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{
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let velocity = new - _pos2D
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var lastPos = _pos2D
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_pos2D = new
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var collided = -1
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jolk: while (collided != 0)
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{
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let scabidabadoo = 10
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for edge in edges
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{
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let diff = _pos2D - lastPos
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if simd_dot(edge.n, diff) > 0 && simd_dot(edge.n, velocity) > 0 { continue }
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let deltaPos = _pos2D - edge.p
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let something = deltaPos.cross(edge.n)
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if abs(something) * 2.0 < edge.w
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{
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let dot = simd_dot(edge.n, deltaPos)
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if dot > 0 && dot < colinWidth
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{
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lastPos = _pos2D
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_pos2D += edge.n * (colinWidth - dot)
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if collided < 0 { collided = scabidabadoo };
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}
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}
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else
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{
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let vec = (deltaPos - Vec2f(edge.n.y, -edge.n.x) * Float(signOf: something, magnitudeOf: edge.w * 0.5))
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let distance2 = vec.len2
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let epsilon: Float = 0.001
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if distance2 < (colinWidth - epsilon) * (colinWidth - epsilon)
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{
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let distance = distance2.squareRoot()
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lastPos = _pos2D
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_pos2D += (vec / distance) * (colinWidth - epsilon - distance)
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if collided < 0 { collided = scabidabadoo };
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}
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}
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}
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collided -= 1;
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if collided <= 0 { break jolk }
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}
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}
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private func response3D(plainPos o: Vec3f, plainNorm n: Vec3f)
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{
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let height: Float = 1.12
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//let diff = _pos - lastPos
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//let p = n.y > 1.0 ? _pos : (_pos + 2.0)
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let ofs: Vec3f = n.y.sign == .plus ? .zero : .up * height
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//let p = if n.y.sign == .plus { _pos } else { _pos + 1.0 }
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let p = _pos + ofs
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let a = p.dot(n) - o.dot(n)
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if a > height * -0.5 && a < 0.0
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{
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_pos -= n * a
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velocity -= velocity.project(n)
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}
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}
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private func move3D(_ deltaTime: Float, world: Collision)
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{
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var lastPos = _pos
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_pos += velocity * deltaTime
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for edge in world.edge3d
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{
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switch edge
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{
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case .aabbFloor(let normal, let origin, let width, let depth):
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//let left = min(edge.v0.x, edge.v1.x, edge.v2.x)
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//let right = max(edge.v0.x, edge.v1.x, edge.v2.x)
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//let back = min(edge.v0.z, edge.v1.z, edge.v2.z)
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//let forward = max(edge.v0.z, edge.v1.z, edge.v2.z)
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let left = origin.x - width, right = origin.x + width
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let back = origin.z - depth, forward = origin.z + depth
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if _pos.x < left || _pos.x > right { continue }
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if _pos.z < back || _pos.z > forward { continue }
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response3D(plainPos: origin, plainNorm: normal)
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case .triangle(let normal, let origin, let verts):
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let p = (verts.1 - verts.0, verts.2 - verts.0, _pos - verts.0)
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let invDenom = 1.0 / (p.0.x * p.1.z - p.1.x * p.0.z);
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let v = invDenom * (p.2.x * p.1.z - p.1.x * p.2.z);
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let w = invDenom * (p.0.x * p.2.z - p.2.x * p.0.z);
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let x = 1.0 - v - w
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//guard v >= 0.0 && w >= 0.0 && v + w <= 1.0 else { break }
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guard v >= 0.0 && w >= 0.0 && 0 <= x && x <= 1.0 else { break }
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response3D(plainPos: origin, plainNorm: normal)
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case .quad(let verts, let winding):
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let vn = (
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(verts.1 - verts.0).cross(verts.3 - verts.0),
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(verts.2 - verts.1).cross(verts.0 - verts.1),
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(verts.3 - verts.2).cross(verts.1 - verts.2),
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(verts.0 - verts.3).cross(verts.2 - verts.3)
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)
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let uv = Collision.quadSpaceFromCartesian(quad:
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winding == .ccw ? (verts.3, verts.2, verts.1, verts.0) : (verts.0, verts.1, verts.2, verts.3)
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, position: _pos)
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if uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0
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{
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//var pp = p.0
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//pp += (p.1 - p.0) * uv.x
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//pp += (p.3 - p.0) * uv.y
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//pp += (p.0 - p.1 + p.2 - p.3) * uv.x * uv.y
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let p = verts.0.lerp(verts.1, uv.x).lerp(
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verts.3.lerp(verts.2, uv.x), winding == .cw ? uv.y : 1.0 - uv.y)
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let n = vn.0.lerp(vn.3, uv.x).lerp(
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vn.2.lerp(vn.1, uv.x), winding == .cw ? uv.y : 1.0 - uv.y).normalised
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response3D(plainPos: Vec3f(_pos.x, p.y, _pos.z), plainNorm: n)
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}
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/*
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let p = (
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verts.0 + (verts.1 - verts.0) * _pos.x,
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verts.3 + (verts.2 - verts.3) * _pos.x,
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verts.0 + (verts.3 - verts.0) * _pos.z,
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verts.1 + (verts.2 - verts.1) * _pos.z)
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let xdiff = Vec2f(p.0.x - p.1.x, p.2.x - p.3.x)
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let ydiff = Vec2f(p.0.z - p.1.z, p.2.z - p.3.z)
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let div = xdiff.cross(ydiff)
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guard div != 0.0 else { break }
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let d = Vec2f(
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Vec2f(p.0.x, p.0.z).cross(Vec2f(p.1.x, p.1.z)),
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Vec2f(p.2.x, p.2.z).cross(Vec2f(p.3.x, p.3.z)))
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let pos = Vec2f(d.cross(xdiff), d.cross(ydiff)) / div
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*/
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default: break
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}
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}
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}
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func update(deltaTime: Float, world: Collision)
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{
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time += deltaTime
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let axisRescale = 1.0 / Float(INT16_MAX)
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let getAxis = { (axis: SDL_GameControllerAxis) in
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Float(SDL_GameControllerGetAxis(sdlPad, axis)) * axisRescale }
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let getButton = { (btn: SDL_GameControllerButton) in
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SDL_GameControllerGetButton(sdlPad, btn) == SDL_PRESSED }
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let stick = Vec2f(
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getAxis(SDL_CONTROLLER_AXIS_LEFTX),
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getAxis(SDL_CONTROLLER_AXIS_LEFTY))
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.cardinalDeadzone(min: 0.1, max: 1)
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let turnSpeed = Float.pi * 2 * 0.1
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if Input.instance.keyDown(.left)
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{
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_angle -= turnSpeed * deltaTime
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}
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if Input.instance.keyDown(.right)
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{
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_angle += turnSpeed * deltaTime
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}
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if stick != .zero
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{
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_angle += stick.x * 2.0 * turnSpeed * deltaTime
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}
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var moveVec: Vec2f = .zero
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let speed: Float = 2
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let forward = Vec2f(sin(self._angle), -cos(self._angle))
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if Input.instance.keyDown(.up)
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{
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moveVec += forward * speed
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}
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if Input.instance.keyDown(.down)
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{
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moveVec -= forward * speed
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}
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if stick != .zero
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{
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moveVec -= forward * stick.y * speed
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}
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if Input.instance.keyDown(.c)
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{
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colinMode = !colinMode
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}
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let lookCone = Float.pi / 2.0
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let dst = Vec2f(
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getAxis(SDL_CONTROLLER_AXIS_RIGHTX),
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getAxis(SDL_CONTROLLER_AXIS_RIGHTY))
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.radialDeadzone(min: 0.1, max: 1) * lookCone
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ofsAngle = ofsAngle.lerp(dst, 16 * deltaTime)
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let targetFov = Float.lerp(60, 20, getAxis(SDL_CONTROLLER_AXIS_TRIGGERRIGHT))
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_fov = Float.lerp(_fov, targetFov, 20 * deltaTime)
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let right = Vec2f(cos(self._angle), sin(self._angle))
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if getButton(SDL_CONTROLLER_BUTTON_LEFTSHOULDER)
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{
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moveVec -= right * speed
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}
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if getButton(SDL_CONTROLLER_BUTTON_RIGHTSHOULDER)
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{
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moveVec += right * speed
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}
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let back = getButton(SDL_CONTROLLER_BUTTON_BACK)
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if !backPressed && back { colinMode = !colinMode }
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backPressed = back
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if getButton(SDL_CONTROLLER_BUTTON_A) || Input.instance.keyDown(.n)
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{
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// play nut.wav
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nutted = true
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}
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else { nutted = false }
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//move2D(new: _pos2D + velocity, edges: edges)
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if Input.instance.keyDown(.z) || getButton(SDL_CONTROLLER_BUTTON_B) { velocity.y = 2.0 }
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//_pos.y += jumpVel * deltaTime
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//if _pos.y > 0.0 { jumpVel -= 5.4 * deltaTime }
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velocity.y -= 5.4 * deltaTime
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velocity.x = moveVec.x
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velocity.z = moveVec.y
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move3D(deltaTime, world: world)
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//else if _pos.y < 0.0
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//{
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// jumpVel = max(jumpVel, 0.0)
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// _pos.y = 0.0
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//}
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}
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}
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