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@@ -0,0 +1,403 @@
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+#include <cmath>
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+#include <iostream>
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+
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+#include "Game.h"
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+#include "gaming-core/utils/Array.h"
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+#include "gaming-core/utils/List.h"
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+#include "gaming-core/utils/Random.h"
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+#include "gaming-core/utils/Utils.h"
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+
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+
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+static List<Vector3, 122880> list;
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+static float tData[16][16][16];
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+static Array<List<Array<Vector3, 3>, 4>, 256> table;
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+static List<Vector3, 50> points;
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+
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+static int known[15] = {0b00000000, 0b10000000, 0b11000000, 0b10000100,
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+ 0b01110000, 0b11110000, 0b01111000, 0b10100101,
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+ 0b10110001, 0b01110001, 0b10000010, 0b11000010,
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+ 0b01001010, 0b10101010, 0b10110010};
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+static Array<List<Array<Vector3, 3>, 4>, 15> knownTable;
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+
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+static void addCube(int x, int y, int z) {
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+ bool b1 = tData[x][y][z] < 0.5f;
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+ bool b2 = tData[x + 1][y][z] < 0.5f;
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+ bool b3 = tData[x + 1][y][z + 1] < 0.5f;
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+ bool b4 = tData[x][y][z + 1] < 0.5f;
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+ bool b5 = tData[x][y + 1][z] < 0.5f;
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+ bool b6 = tData[x + 1][y + 1][z] < 0.5f;
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+ bool b7 = tData[x + 1][y + 1][z + 1] < 0.5f;
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+ bool b8 = tData[x][y + 1][z + 1] < 0.5f;
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+
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+ int index = (b1 << 7) | (b2 << 6) | (b3 << 5) | (b4 << 4) | (b5 << 3) |
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+ (b6 << 2) | (b7 << 1) | b8;
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+
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+ Vector3 v(static_cast<float>(x), static_cast<float>(y),
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+ static_cast<float>(z));
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+
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+ for(int i = 0; i < table[index].getLength(); i++) {
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+ list.add(table[index][i][0] + v);
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+ list.add(table[index][i][1] + v);
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+ list.add(table[index][i][2] + v);
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+ }
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+
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+
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+
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+
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+
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+
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+}
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+
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+static void addKnownTable(int index, const Vector3& a, const Vector3& b,
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+ const Vector3& c) {
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+ Array<Vector3, 3> array;
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+ array[0] = a;
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+ array[1] = b;
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+ array[2] = c;
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+ knownTable[index].add(array);
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+}
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+
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+static int swapBits(int index, int a, int b) {
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+ int bitA = (index & (1 << a)) != 0;
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+ int bitB = (index & (1 << b)) != 0;
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+ index &= ~((1 << a) | (1 << b));
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+ index |= bitA << b;
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+ index |= bitB << a;
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+ return index;
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+}
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+
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+static int flipYZ(int index) {
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+ index = swapBits(index, 0, 1);
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+ index = swapBits(index, 3, 2);
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+ index = swapBits(index, 4, 5);
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+ index = swapBits(index, 7, 6);
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+ return index;
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+}
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+
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+static int flipXY(int index) {
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+ index = swapBits(index, 0, 3);
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+ index = swapBits(index, 1, 2);
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+ index = swapBits(index, 4, 7);
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+ index = swapBits(index, 5, 6);
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+ return index;
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+}
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+
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+static int rotateY(int index) {
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+ index = swapBits(index, 0, 1);
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+ index = swapBits(index, 0, 3);
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+ index = swapBits(index, 3, 2);
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+ index = swapBits(index, 4, 5);
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+ index = swapBits(index, 4, 7);
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+ index = swapBits(index, 7, 6);
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+ return index;
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+}
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+
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+static int rotateZ(int index) {
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+ index = swapBits(index, 0, 1);
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+ index = swapBits(index, 0, 4);
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+ index = swapBits(index, 4, 5);
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+ index = swapBits(index, 3, 2);
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+ index = swapBits(index, 3, 7);
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+ index = swapBits(index, 7, 6);
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+ return index;
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+}
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+
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+static int rotateX(int index) {
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+ index = swapBits(index, 2, 1);
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+ index = swapBits(index, 1, 5);
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+ index = swapBits(index, 5, 6);
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+ index = swapBits(index, 3, 0);
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+ index = swapBits(index, 0, 4);
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+ index = swapBits(index, 4, 7);
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+ return index;
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+}
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+
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+static void flipYZ(List<Array<Vector3, 3>, 4>& perm) {
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+ Matrix m;
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+ m.translateX(-0.5f);
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+ m.scale(Vector3(-1.0f, 1.0f, 1.0f));
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+ m.translateX(0.5f);
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+ for(int i = 0; i < perm.getLength(); i++) {
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+ perm[i][0] = m * perm[i][0];
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+ perm[i][1] = m * perm[i][1];
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+ perm[i][2] = m * perm[i][2];
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+ }
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+}
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+
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+static void flipXY(List<Array<Vector3, 3>, 4>& perm) {
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+ Matrix m;
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+ m.translateZ(-0.5f);
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+ m.scale(Vector3(1.0f, 1.0f, -1.0f));
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+ m.translateZ(0.5f);
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+ for(int i = 0; i < perm.getLength(); i++) {
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+ perm[i][0] = m * perm[i][0];
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+ perm[i][1] = m * perm[i][1];
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+ perm[i][2] = m * perm[i][2];
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+ }
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+}
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+
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+static void applyMatrix(List<Array<Vector3, 3>, 4>& perm, Matrix& m) {
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+ for(int i = 0; i < perm.getLength(); i++) {
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+ perm[i][0] = m * perm[i][0];
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+ perm[i][1] = m * perm[i][1];
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+ perm[i][2] = m * perm[i][2];
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+ }
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+}
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+
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+static bool check(int index) {
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+ Matrix m;
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+ for(int i = 0; i < 15; i++) {
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+ List<Array<Vector3, 3>, 4> perm = knownTable[i];
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+ int normal = index;
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+ for(int h = 0; h < 4; h++) {
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+ for(int w = 0; w < 4; w++) {
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+ for(int k = 0; k < 4; k++) {
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+ for(int l = 0; l < 2; l++) {
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+
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+ flipYZ(perm);
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+ flipXY(perm);
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+ table[index] = perm;
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+ return false;
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+ } else*/
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+ if(known[i] == normal) {
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+ Matrix m2;
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+ m2.translate(Vector3(-0.5f, -0.5f, -0.5f));
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+ m *= m2;
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+ m.translate(Vector3(0.5f, 0.5f, 0.5f));
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+ applyMatrix(perm, m);
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+ table[index] = perm;
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+ return false;
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+ }
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+ normal = ((~normal) & 0xFF);
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+ }
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+ normal = rotateY(normal);
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+ Matrix m2;
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+ m2.rotateY(-90.0f);
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+ m *= m2;
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+ }
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+ normal = rotateZ(normal);
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+ Matrix m2;
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+ m2.rotateZ(90.0f);
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+ m *= m2;
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+ }
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+ normal = rotateX(normal);
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+ Matrix m2;
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+ m2.rotateX(90.0f);
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+ m *= m2;
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+ }
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+ }
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+ return true;
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+}
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+
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+static void generateTable() {
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+ addKnownTable(1, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.0f, 0.5f));
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+
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+ addKnownTable(2, Vector3(0.0f, 0.0f, 0.5f), Vector3(1.0f, 0.0f, 0.5f),
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+ Vector3(0.0f, 0.5f, 0.0f));
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+ addKnownTable(2, Vector3(1.0f, 0.0f, 0.5f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+
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+ addKnownTable(3, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.0f, 0.5f));
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+ addKnownTable(3, Vector3(0.5f, 1.0f, 0.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(4, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+ addKnownTable(4, Vector3(0.0f, 0.5f, 1.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+ addKnownTable(4, Vector3(0.0f, 0.5f, 1.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 0.5f, 1.0f));
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+
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+ addKnownTable(5, Vector3(0.0f, 0.5f, 0.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.5f, 1.0f));
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+ addKnownTable(5, Vector3(1.0f, 0.5f, 1.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.5f, 1.0f));
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+
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+ addKnownTable(6, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+ addKnownTable(6, Vector3(0.0f, 0.5f, 1.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+ addKnownTable(6, Vector3(0.0f, 0.5f, 1.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(1.0f, 0.5f, 1.0f));
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+ addKnownTable(6, Vector3(0.5f, 1.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(7, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.0f, 0.5f));
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+ addKnownTable(7, Vector3(0.5f, 1.0f, 0.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+ addKnownTable(7, Vector3(0.5f, 1.0f, 1.0f), Vector3(0.0f, 0.5f, 1.0f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(7, Vector3(0.5f, 1.0f, 0.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(8, Vector3(0.0f, 0.5f, 0.0f), Vector3(0.0f, 1.0f, 0.5f),
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+ Vector3(0.5f, 1.0f, 1.0f));
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+ addKnownTable(8, Vector3(0.0f, 0.5f, 0.0f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(0.5f, 1.0f, 1.0f));
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+ addKnownTable(8, Vector3(1.0f, 0.5f, 1.0f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(0.5f, 1.0f, 1.0f));
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+ addKnownTable(8, Vector3(1.0f, 0.5f, 1.0f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(1.0f, 0.0f, 0.5f));
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+
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+ addKnownTable(9, Vector3(0.5f, 0.0f, 0.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(9, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(9, Vector3(0.5f, 1.0f, 1.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(9, Vector3(0.5f, 0.0f, 0.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+
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+ addKnownTable(10, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 0.0f, 0.5f));
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+ addKnownTable(10, Vector3(0.5f, 1.0f, 1.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(11, Vector3(0.0f, 0.0f, 0.5f), Vector3(1.0f, 0.0f, 0.5f),
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+ Vector3(0.0f, 0.5f, 0.0f));
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+ addKnownTable(11, Vector3(1.0f, 0.0f, 0.5f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 0.5f, 0.0f));
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+ addKnownTable(11, Vector3(0.5f, 1.0f, 1.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(12, Vector3(0.5f, 1.0f, 1.0f), Vector3(1.0f, 0.5f, 1.0f),
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+ Vector3(1.0f, 1.0f, 0.5f));
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+ addKnownTable(12, Vector3(0.5f, 0.0f, 0.0f), Vector3(1.0f, 0.5f, 0.0f),
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+ Vector3(1.0f, 0.0f, 0.5f));
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+ addKnownTable(12, Vector3(0.5f, 1.0f, 0.0f), Vector3(0.0f, 0.5f, 0.0f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+
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+ addKnownTable(13, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 0.0f, 0.5f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(13, Vector3(0.5f, 0.0f, 0.0f), Vector3(0.0f, 1.0f, 0.5f),
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+ Vector3(0.0f, 1.0f, 0.5f));
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+ addKnownTable(13, Vector3(1.0f, 0.0f, 0.5f), Vector3(0.5f, 0.0f, 1.0f),
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+ Vector3(0.5f, 1.0f, 1.0f));
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+ addKnownTable(13, Vector3(1.0f, 0.0f, 0.5f), Vector3(0.5f, 1.0f, 1.0f),
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+ Vector3(0.5f, 1.0f, 1.0f));
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+
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+ addKnownTable(14, Vector3(0.0f, 0.5f, 0.0f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(0.0f, 0.5f, 1.0f));
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+ addKnownTable(14, Vector3(1.0f, 1.0f, 0.5f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(0.0f, 0.5f, 1.0f));
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+ addKnownTable(14, Vector3(1.0f, 1.0f, 0.5f), Vector3(0.5f, 0.0f, 0.0f),
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+ Vector3(1.0f, 0.0f, 0.5f));
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+ addKnownTable(14, Vector3(1.0f, 1.0f, 0.5f), Vector3(0.5f, 1.0f, 1.0f),
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+ Vector3(0.0f, 0.5f, 1.0f));
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+
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+ int counter = 0;
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+ for(int i = 0; i < 256; i++) {
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+ counter += check(i);
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+ }
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+ std::cout << "Unsupported: " << counter << "\n";
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+}
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+
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+Game::Game(Shader& shader, Buttons& buttons, const Size& size)
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+ : shader(shader), buttons(buttons), size(size),
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+ frustum(60, 0.1f, 1000.0f, size), up(buttons.add(GLFW_KEY_SPACE, "Up")),
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+ down(buttons.add(GLFW_KEY_LEFT_SHIFT, "Down")),
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+ left(buttons.add(GLFW_KEY_A, "left")),
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+ right(buttons.add(GLFW_KEY_D, "right")),
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+ front(buttons.add(GLFW_KEY_W, "front")),
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+ back(buttons.add(GLFW_KEY_S, "back")) {
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+ shader.use();
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+ vertexBuffer.setAttributes(Attributes().addFloat(3));
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+
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+ generateTable();
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|
|
+
|
|
|
+
|
|
|
+ m.translate(Vector3(-0.5f, -0.5f, -0.5f));
|
|
|
+ m.rotateX(-90);
|
|
|
+ m.translate(Vector3(0.5f, 0.5f, 0.5f));
|
|
|
+
|
|
|
+ Vector3 v(0.5f, 0.0f, 0.0f);
|
|
|
+ v = m * v;
|
|
|
+ std::cout << v[0] << " " << v[1] << " " << v[2] << "\n";
|
|
|
+ v = m * v;
|
|
|
+ std::cout << v[0] << " " << v[1] << " " << v[2] << "\n";
|
|
|
+ v = m * v;
|
|
|
+ std::cout << v[0] << " " << v[1] << " " << v[2] << "\n";
|
|
|
+ v = m * v;
|
|
|
+ std::cout << v[0] << " " << v[1] << " " << v[2] << "\n";*/
|
|
|
+
|
|
|
+ Random r(0);
|
|
|
+ for(int x = 0; x < 16; x++) {
|
|
|
+ for(int y = 0; y < 16; y++) {
|
|
|
+ for(int z = 0; z < 16; z++) {
|
|
|
+ if(x == 0 || x == 15 || y == 0 || y == 15 || z == 0 ||
|
|
|
+ z == 15) {
|
|
|
+ tData[x][y][z] = 0.0f;
|
|
|
+ } else {
|
|
|
+
|
|
|
+ float sinX = sinf(M_PI * x / 8.0f);
|
|
|
+ float cosY = cosf(M_PI * y / 8.0f);
|
|
|
+ float cosZ = cosf(M_PI * z / 8.0f);
|
|
|
+ tData[x][y][z] = (sinX * sinX + cosY * cosY + cosZ * cosZ) *
|
|
|
+ (1.0f / 3.0f);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ for(int x = 0; x < 15; x++) {
|
|
|
+ for(int y = 0; y < 15; y++) {
|
|
|
+ for(int z = 0; z < 15; z++) {
|
|
|
+ addCube(x, y, z);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ vertexBuffer.setStaticData(sizeof(Vector3) * list.getLength(),
|
|
|
+ list.begin());
|
|
|
+
|
|
|
+
|
|
|
+ glBindTexture(GL_TEXTURE_3D, texture3d);
|
|
|
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
|
|
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
|
|
|
+ glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
|
|
+
|
|
|
+ glTexImage3D(GL_TEXTURE_3D, 0, GL_R32F, 16, 16, 1, 0, GL_RED, GL_FLOAT,
|
|
|
+ tData);
|
|
|
+ glActiveTexture(GL_TEXTURE0);*/
|
|
|
+}
|
|
|
+
|
|
|
+void Game::render(float lag) {
|
|
|
+ Vector3 interPos = Utils::interpolate(oldPosition, position, lag);
|
|
|
+ shader.setMatrix("proj", frustum.updateProjection().getValues());
|
|
|
+
|
|
|
+ Matrix m;
|
|
|
+ m.translate(interPos);
|
|
|
+ m.translateZ(-30.0f);
|
|
|
+ m.translateX(-8.0f);
|
|
|
+
|
|
|
+
|
|
|
+ shader.setMatrix("view", m.getValues());
|
|
|
+
|
|
|
+ vertexBuffer.draw(list.getLength());
|
|
|
+}
|
|
|
+
|
|
|
+void Game::tick() {
|
|
|
+ oldPosition = position;
|
|
|
+ if(up.isDown()) {
|
|
|
+ position -= Vector3(0.0f, 0.5f, 0.0f);
|
|
|
+ }
|
|
|
+ if(down.isDown()) {
|
|
|
+ position += Vector3(0.0f, 0.5f, 0.0f);
|
|
|
+ }
|
|
|
+ if(left.isDown()) {
|
|
|
+ position += Vector3(0.5f, 0.0f, 0.0f);
|
|
|
+ }
|
|
|
+ if(right.isDown()) {
|
|
|
+ position -= Vector3(0.5f, 0.0f, 0.0f);
|
|
|
+ }
|
|
|
+ if(front.isDown()) {
|
|
|
+ position += Vector3(0.0f, 0.0f, 0.5f);
|
|
|
+ }
|
|
|
+ if(back.isDown()) {
|
|
|
+ position -= Vector3(0.0f, 0.0f, 0.5f);
|
|
|
+ }
|
|
|
+}
|