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@ -111,7 +111,7 @@ initPlanetEntity(RenderState* rs, double r)
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} |
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Entity* |
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initSatelliteEntity(RenderState* rs) |
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initSatelliteEntity(RenderState* rs, const char* name) |
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{ |
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u32 num_vertices = 3; |
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vec3 vertex_color = vec3(255, 0, 0); |
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@ -134,7 +134,7 @@ initSatelliteEntity(RenderState* rs)
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mdl, |
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rg->shader->num_vertex_attribs, |
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rg->shader->attrib_mappings, |
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"ship 01", |
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name, |
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GL_TRIANGLES); |
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return e; |
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@ -166,7 +166,7 @@ loadScene(GameState* gs, RenderState* rs)
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initPlanetEntity(rs, r); |
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orbit_1->satellite_entity = initSatelliteEntity(rs); |
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orbit_1->satellite_entity = initSatelliteEntity(rs, "ship 01"); |
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scaleEntity(orbit_1->satellite_entity, 1 / SCALING); |
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rotateEntity(orbit_1->satellite_entity, vec3(1, 0, 0), (float) M_PI / 2); |
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setEntityPosition(orbit_1->satellite_entity, |
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@ -180,6 +180,12 @@ loadScene(GameState* gs, RenderState* rs)
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orbit_2->ellipse_entity = initEllipseEntity(rs, &orbit_2->system, 256); |
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setEntityPosition(orbit_2->ellipse_entity, vec3(0, 0, 0)); |
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rotateEntity(orbit_2->ellipse_entity, vec3(1, 0, 0), (float) M_PI / 2); |
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orbit_2->satellite_entity = initSatelliteEntity(rs, "ship 02"); |
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scaleEntity(orbit_2->satellite_entity, 1 / SCALING); |
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rotateEntity(orbit_2->satellite_entity, vec3(1, 0, 0), (float) M_PI / 2); |
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setEntityPosition(orbit_2->satellite_entity, |
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orbit_2->system.e3d.vertices[0]); |
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} |
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void |
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