Restructure
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@@ -1,5 +1,5 @@
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#pragma once
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#include <types/vertex.h>
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#include <Redacted3D/types/vertex.h>
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#include <J3ML/Geometry.h>
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using J3ML::Geometry::AABB;
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@@ -5,7 +5,7 @@
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#include <cstring>
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#include <iostream>
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#include <fstream>
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#include <engine/world.h>
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#include <Redacted3D/engine/world.h>
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#include <rewindow/types/window.h>
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enum class ENGINE_ERROR_CODE: u8 {
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@@ -1,5 +1,5 @@
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#pragma once
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#include <types/entity/camera.h>
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#include <Redacted3D/types/entity/camera.h>
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namespace Occlusion {
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bool frustumCull(Camera* camera, Entity* entity);
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@@ -1,9 +1,9 @@
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#pragma once
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#include <types/vertex.h>
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#include <types/texture.h>
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#include <types/shader.h>
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#include <types/entity/entity.h>
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#include <Redacted3D/types/vertex.h>
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#include <Redacted3D/types/texture.h>
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#include <Redacted3D/types/shader.h>
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#include <Redacted3D/types/entity/entity.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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using J3ML::LinearAlgebra::Vector3;
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@@ -1,6 +1,6 @@
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#pragma once
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#include <types/entity/moby.h>
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#include <engine/engine.h>
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#include <Redacted3D/types/entity/moby.h>
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#include <Redacted3D/engine/engine.h>
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#include <glad/glad.h>
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#include <J3ML/Geometry.h>
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@@ -1,10 +1,10 @@
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#pragma once
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#include <cstdint>
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#include <types/vertex.h>
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#include <types/texture.h>
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#include <Redacted3D/types/vertex.h>
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#include <Redacted3D/types/texture.h>
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#include <J3ML/LinearAlgebra/Matrix4x4.h>
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <engine/collision.h>
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#include <Redacted3D/engine/collision.h>
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#include <archive.h>
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using J3ML::LinearAlgebra::Matrix4x4;
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@@ -1,6 +1,6 @@
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#pragma once
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#include <types/entity/entity.h>
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#include <Redacted3D/types/entity/entity.h>
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///A "Movable Object". Things that will move often are derived from this.
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class Moby : public Entity {
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@@ -1,7 +1,7 @@
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#pragma once
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#include <types/vertex.h>
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#include <types/entity/moby.h>
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#include <Redacted3D/types/vertex.h>
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#include <Redacted3D/types/entity/moby.h>
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///Simple skybox, A sphere with a texture on it where the center of the sphere is always the camera.
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class Skybox : public Moby {
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@@ -3,7 +3,7 @@
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#include <iostream>
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#include <cmath>
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#include <cstdint>
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#include <types/entity/moby.h>
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#include <Redacted3D/types/entity/moby.h>
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class Ball : public Moby {
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public:
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@@ -3,7 +3,7 @@
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#include <iostream>
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#include <cmath>
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#include <cstdint>
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#include <types/entity/moby.h>
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#include <Redacted3D/types/entity/moby.h>
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class Cube : public Moby {
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public:
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@@ -1,4 +1,4 @@
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#include <types/entity/skybox.h>
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#include <Redacted3D/types/entity/skybox.h>
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#pragma once
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class DemoSkybox : public Skybox {
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@@ -1,5 +1,5 @@
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#pragma once
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#include <types/entity/camera.h>
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#include <Redacted3D/types/entity/camera.h>
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class FreeCam : public Camera {
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public:
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@@ -1,5 +1,5 @@
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#include <thread>
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#include <engine/engine.h>
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#include <Redacted3D/engine/engine.h>
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#include <cube.h>
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#include <ball.h>
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#include <freeCam.h>
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@@ -23,11 +23,11 @@ int main()
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camera->SetParent(engine->world);
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engine->world->setActiveCamera(camera);
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auto* cube1 = new(Cube);
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cube1->name = "cube1";
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cube1->SetPos({-5, -2, 0});
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cube1->velAngle = cube1->lAngle();
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cube1->SetParent(engine->world);
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auto* cube = new(Cube);
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cube->name = "cube";
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cube->SetPos({-5, -2, 0});
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cube->velAngle = cube->lAngle();
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cube->SetParent(engine->world);
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auto* ball = new(Ball);
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ball->name = "sphere";
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@@ -1,5 +1,5 @@
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#include <cube.h>
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#include <engine/engine.h>
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#include <Redacted3D/engine/engine.h>
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#include <ball.h>
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void Cube::pre_render() {
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@@ -1,5 +1,5 @@
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#include <demoSky.h>
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#include <engine/engine.h>
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#include <Redacted3D/engine/engine.h>
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DemoSkybox::DemoSkybox() {
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name = "skybox";
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@@ -1,4 +1,4 @@
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#include <engine/collision.h>
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#include <Redacted3D/engine/collision.h>
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VertexArray genIcosahedron(const Sphere* sphere) {
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const float phi = (1.0 + std::sqrt(5.0)) / 2.0;
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@@ -1,8 +1,8 @@
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#include <sstream>
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#include <thread>
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#include <engine/engine.h>
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#include <engine/utils/instanceOf.h>
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#include <types/entity/camera.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/engine/utils/instanceOf.h>
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#include <Redacted3D/types/entity/camera.h>
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#include <JGL/JGL.h>
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#include <JGL/Colors.h>
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@@ -1,5 +1,5 @@
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#include <engine/occlusion.h>
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#include <types/entity/entity.h>
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#include <Redacted3D/engine/occlusion.h>
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#include <Redacted3D/types/entity/entity.h>
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bool Occlusion::frustumCull(Camera* camera, Entity* entity) {
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@@ -1,5 +1,5 @@
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#include <engine/world.h>
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#include <types/entity/moby.h>
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#include <Redacted3D/engine/world.h>
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#include <Redacted3D/types/entity/moby.h>
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int DataModel::getEntityCount() const {
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@@ -1,5 +1,5 @@
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#include <array>
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#include <types/entity/camera.h>
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#include <Redacted3D/types/entity/camera.h>
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std::array<GLfloat, 16> lookAt(const Vector3& eye, const Vector3& center, const Vector3& up) {
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Vector3 f = Vector3::Normalized((center - eye));
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@@ -1,8 +1,8 @@
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#include <types/entity/entity.h>
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#include <engine/occlusion.h>
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#include <types/entity/camera.h>
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#include <engine/engine.h>
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#include <engine/utils/instanceOf.h>
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#include <Redacted3D/types/entity/entity.h>
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#include <Redacted3D/engine/occlusion.h>
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#include <Redacted3D/types/entity/camera.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/engine/utils/instanceOf.h>
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//inline LinearAlgebra::Vector3 Entity::GetPos() const
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//{ return LinearAlgebra::Vector3(coordinates[1]); }
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@@ -1,5 +1,5 @@
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#include <types/entity/moby.h>
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#include <engine/engine.h>
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#include <Redacted3D/types/entity/moby.h>
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#include <Redacted3D/engine/engine.h>
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using namespace J3ML;
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void Moby::hMove(Vector3 a, float vel) {
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@@ -1,6 +1,7 @@
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#include <types/entity/skybox.h>
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#include <engine/engine.h>
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#include <types/entity/camera.h>
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#include <Redacted3D/types/entity/skybox.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/types/entity/camera.h>
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void Skybox::pre_render() {
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if (engine->world->getActiveCamera() != nullptr)
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position = engine->world->getActiveCamera()->GetPos();
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@@ -1,5 +1,5 @@
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#include <types/shader.h>
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#include <engine/engine.h>
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#include <Redacted3D/types/shader.h>
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#include <Redacted3D/engine/engine.h>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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@@ -1,6 +1,6 @@
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#include <types/texture.h>
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#include <Redacted3D/types/texture.h>
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#include <ReTexture/rTexture.h>
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#include <engine/engine.h>
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#include <Redacted3D/engine/engine.h>
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void Texture::load(Entity* entity, const std::string& file, bool storeOnTextureList) {
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auto* texture = new RTexture(file, {RTextureFlag::INVERT_Y});
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@@ -1,6 +1,6 @@
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#include <engine/engine.h>
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#include <types/vertex.h>
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#include <engine/collision.h>
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#include <Redacted3D/engine/engine.h>
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#include <Redacted3D/types/vertex.h>
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#include <Redacted3D/engine/collision.h>
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#include <cmath>
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#include <Collage/types/model.h>
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void VertexArray::load (const std::string& filename) {
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