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/*
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Top Down City Based Car Crime Game - Part #2
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"Colin, I hope you're shooting 600+ wherever you are buddy. RIP." - javidx9
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018-2019 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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1. Redistributions or derivations of source code must retain the above
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copyright notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce
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the above copyright notice. This list of conditions and the following
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disclaimer must be reproduced in the documentation and/or other
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materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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Instructions:
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~~~~~~~~~~~~~
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Scroll with middle mouse wheel, TAB toggle edit mode, R to place road
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P to place pavement, Q to place building, Arrow keys to drive car
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Relevant Video: https://youtu.be/fIV6P1W-wuo
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Links
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~~~~~
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YouTube: https://www.youtube.com/javidx9
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https://www.youtube.com/javidx9extra
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Discord: https://discord.gg/WhwHUMV
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Twitter: https://www.twitter.com/javidx9
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Twitch: https://www.twitch.tv/javidx9
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GitHub: https://www.github.com/onelonecoder
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Patreon: https://www.patreon.com/javidx9
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Homepage: https://www.onelonecoder.com
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Author
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~~~~~~
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David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2019
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*/
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#pragma once
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#include "olcPixelGameEngine.h"
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#include "olcPGEX_Graphics3D.h"
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#include "cGameSettings.h"
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#include "cCityMap.h"
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#include <vector>
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#include <unordered_set>
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struct sSmokeDecal
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{
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float fLifetime = 0.1f;
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olc::GFX3D::vec3d pos;
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};
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class cCarCrimeCity : public olc::PixelGameEngine
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{
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public:
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cCarCrimeCity();
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~cCarCrimeCity();
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private:
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bool OnUserCreate() override;
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bool OnUserUpdate(float fElapsedTime) override;
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bool OnUserDestroy() override;
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private:
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class cGameObjectQuad
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{
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public:
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cGameObjectQuad(float w, float h)
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{
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fWidth = w;
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fHeight = h;
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fAngle = 0.0f;
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// Construct Model Quad Geometry
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vecPointsModel = { {-fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f},
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{-fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f},
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{+fWidth / 2.0f, +fHeight / 2.0f, -0.01f, 1.0f},
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{+fWidth / 2.0f, -fHeight / 2.0f, -0.01f, 1.0f} };
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vecPointsWorld.resize(vecPointsModel.size());
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TransformModelToWorld();
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}
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void TransformModelToWorld()
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{
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for (size_t i = 0; i < vecPointsModel.size(); ++i)
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{
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vecPointsWorld[i] = {
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(vecPointsModel[i].x * cosf(fAngle)) - (vecPointsModel[i].y * sinf(fAngle)) + pos.x,
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(vecPointsModel[i].x * sinf(fAngle)) + (vecPointsModel[i].y * cosf(fAngle)) + pos.y,
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vecPointsModel[i].z,
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vecPointsModel[i].w
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};
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}
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}
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std::vector<olc::GFX3D::triangle> GetTriangles()
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{
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// Return triangles based upon this quad
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return
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{
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{vecPointsWorld[0], vecPointsWorld[1], vecPointsWorld[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, olc::RED},
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{vecPointsWorld[0], vecPointsWorld[2], vecPointsWorld[3], 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, olc::RED},
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};
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}
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// Use rectangle edge intersections.
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bool StaticCollisionWith(cGameObjectQuad &r2, bool bResolveStatic = false)
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{
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struct vec2d { float x; float y; };
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bool bCollision = false;
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// Check diagonals of R1 against edges of R2
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for (size_t p = 0; p < vecPointsWorld.size(); p++)
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{
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vec2d line_r1s = { pos.x, pos.y };
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vec2d line_r1e = { vecPointsWorld[p].x, vecPointsWorld[p].y };
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vec2d displacement = { 0,0 };
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for (size_t q = 0; q < r2.vecPointsWorld.size(); q++)
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{
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vec2d line_r2s = { r2.vecPointsWorld[q].x, r2.vecPointsWorld[q].y };
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vec2d line_r2e = { r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].x, r2.vecPointsWorld[(q + 1) % r2.vecPointsWorld.size()].y };
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// Standard "off the shelf" line segment intersection
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float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y);
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float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h;
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float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h;
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if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f)
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{
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if (bResolveStatic)
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{
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displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x);
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displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
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bCollision = true;
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}
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else
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return true;
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}
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}
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pos.x -= displacement.x;
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pos.y -= displacement.y;
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}
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// Check diagonals of R2 against edges of R1
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for (size_t p = 0; p < r2.vecPointsWorld.size(); p++)
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{
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vec2d line_r1s = { r2.pos.x, r2.pos.y };
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vec2d line_r1e = { r2.vecPointsWorld[p].x, r2.vecPointsWorld[p].y };
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vec2d displacement = { 0,0 };
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for (size_t q = 0; q < vecPointsWorld.size(); q++)
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{
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vec2d line_r2s = { vecPointsWorld[q].x, vecPointsWorld[q].y };
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vec2d line_r2e = { vecPointsWorld[(q + 1) % vecPointsWorld.size()].x, vecPointsWorld[(q + 1) % vecPointsWorld.size()].y };
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// Standard "off the shelf" line segment intersection
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float h = (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r1e.y) - (line_r1s.x - line_r1e.x) * (line_r2e.y - line_r2s.y);
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float t1 = ((line_r2s.y - line_r2e.y) * (line_r1s.x - line_r2s.x) + (line_r2e.x - line_r2s.x) * (line_r1s.y - line_r2s.y)) / h;
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float t2 = ((line_r1s.y - line_r1e.y) * (line_r1s.x - line_r2s.x) + (line_r1e.x - line_r1s.x) * (line_r1s.y - line_r2s.y)) / h;
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if (t1 >= 0.0f && t1 <= 1.0f && t2 >= 0.0f && t2 <= 1.0f)
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{
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if (bResolveStatic)
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{
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displacement.x += (1.0f - t1) * (line_r1e.x - line_r1s.x);
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displacement.y += (1.0f - t1) * (line_r1e.y - line_r1s.y);
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bCollision = true;
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}
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else
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return true;
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}
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}
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pos.x += displacement.x;
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pos.y += displacement.y;
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}
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return bCollision;
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}
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std::vector<olc::GFX3D::triangle> meshTris;
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std::vector<olc::GFX3D::vec3d> vecPointsModel;
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std::vector<olc::GFX3D::vec3d> vecPointsWorld;
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olc::GFX3D::vec3d pos;
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float fWidth;
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float fHeight;
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float fOriginX;
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float fOriginY;
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float fAngle;
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};
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bool LoadAssets();
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std::map<std::string, olc::Sprite*> mapAssetTextures;
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std::map<std::string, olc::GFX3D::mesh*> mapAssetMeshes;
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std::map<std::string, olc::GFX3D::mat4x4> mapAssetTransform;
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// Camera variables
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olc::GFX3D::vec3d vCamera = { 0.0f, 0.0f, -3.0f };
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olc::GFX3D::vec3d vUp = { 0.0f, 1.0f, 0.0f };
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olc::GFX3D::vec3d vEye = { 0.0f, 0.0f, -3.0f };
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olc::GFX3D::vec3d vLookDir = { 0.0f, 0.0f, 1.0f };
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// Ray Casting Parameters
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olc::vf2d viewWorldTopLeft;
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olc::vf2d viewWorldBottomRight;
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// Cloud movement variables
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float fCloudOffsetX = 0.0f;
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float fCloudOffsetY = 0.0f;
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// Mouse Control
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olc::vf2d vOffset = { 0.0f, 0.0f };
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olc::vf2d vStartPan = { 0.0f, 0.0f };
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olc::vf2d vMouseOnGround = { 0.0f, 0.0f };
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float fScale = 1.0f;
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olc::vf2d GetMouseOnGround(const olc::vf2d &vMouseScreen);
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//cVehicle car;
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olc::vf2d carvel;
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olc::vf2d carpos;
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float fSpeed = 0.0f;
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float fAngle = 0.0f;
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std::list<cAuto_Body*> listAutomata; // Holds all automata, note its a pointer because we use polymorphism
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void SpawnPedestrian(int x, int y);
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void SpawnVehicle(int x, int y);
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//cGameObjectQuad *goCar = nullptr;
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//cGameObjectQuad *goObstacle = nullptr;
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//std::vector<cGameObjectQuad> vecObstacles;
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cCityMap *pCity = nullptr;
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float fGlobalTime = 0.0f;
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// Editing Utilities
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bool bEditMode = true;
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int nMouseX = 0;
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int nMouseY = 0;
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struct sCellLoc { int x, y; };
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std::unordered_set<int> setSelectedCells;
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//std::list<sSmokeDecal> listDecalSmoke;
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//int nTrafficState = 0;
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void DoEditMode(float fElapsedTime);
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};
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