Tracing: add functionality to toggle tracing
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02247a6182
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@ -15,6 +15,8 @@ Goals and features:
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- [ ] Toggle object tracing
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- [ ] Grid
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- [ ] Toggle Grid
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- [ ] Scaling up/down objects
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- [ ] Locking camera view to an object
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- [ ] File format for importing scenes
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- [ ] Collision
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- [ ] Soft-bodies and structures
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@ -37,4 +39,4 @@ Before opening a pull request, the contributor is expected to open an issue in w
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## License
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Gravity is licensed under the GPL-3.0 license. See the `LICENSE` file for more information.
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Gravity is licensed under the GPL-3.0 license. See the `LICENSE` file for more information.
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91
main.c
91
main.c
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@ -10,7 +10,7 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#define MAX_PATHS 250
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#define MAX_PATHS 100
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float frand48(void) {
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float number = (float) rand() / (float) (RAND_MAX + 1.0);
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@ -33,6 +33,8 @@ float camera_sensitivity = 0.01f;
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float movement_speed = 2.0f;
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GLint screen_viewport[4]; // viewport: x,y,width,height
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int toggle_tracing = 0; // true or false
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unsigned int shader_program;
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unsigned int vertex_shader;
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unsigned int fragment_shader;
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@ -53,7 +55,6 @@ struct object {
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float *paths;
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int paths_num;
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int paths_index;
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int paths_max;
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float *vertices;
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@ -227,30 +228,20 @@ int load_shaders() {
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void calculate_gravity(struct object *src, struct object *target, vec3 force) {
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vec4 tmp;
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glm_vec4_sub(target->position, src->position, tmp);
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vec3 distance;
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glm_vec3(tmp, distance);
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float h1 = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1]));
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float h2 = sqrt((h1 * h1) + (distance[2] * distance[2]));
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float distance_xy = sqrt((distance[0] * distance[0]) + (distance[1] * distance[1]));
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float distance_xyz = sqrt((distance_xy * distance_xy) + (distance[2] * distance[2]));
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float force_scale = 4.0f;
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float g = 6.67f * 1e-11f;
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float top = g * src->mass * target->mass;
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vec3 top_vec = {top, top, top};
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float mass_area = target->mass;
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for (int i = 0; i < 3; i++) {
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distance[i] = (distance[i] * distance[i] * distance[i]);
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/*if (distance[i] > -0.1 && distance[i] < 0) {
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distance[i] = -0.1f;
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}
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if (distance[i] < 0.1 && distance[i] > 0) {
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distance[i] = 0.1f;
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}*/
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}
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for (int i = 0; i < 3; i++) {
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@ -259,10 +250,7 @@ void calculate_gravity(struct object *src, struct object *target, vec3 force) {
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continue;
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}
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//force[i] = mass_area * (top_vec[i] / (distance[i] + (1 / (target->mass / mass_area))));
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force[i] = (top_vec[i] / (h2 / (target->position[i] - src->position[i]))) * 4;
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//force[i] = (top_vec[i] / distance[i]);
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force[i] = (top / (distance_xyz / (target->position[i] - src->position[i]))) * force_scale;
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}
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}
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@ -332,7 +320,7 @@ void display() {
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vec3 force;
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glm_vec3_zero(force);
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calculate_gravity(obj, target, force);
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//glm_vec4_add(obj->position, *force, obj->position);
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vec4 force_new;
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for (int i = 0; i < 3; i++) {
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force_new[i] = force[i];
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@ -342,15 +330,17 @@ void display() {
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float n = obj->mass;
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vec4 scaler = {n,n,n,1.0f};
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glm_vec4_div(force_new, scaler, force_new);
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glm_vec4_add(force_new, obj->translation_force, obj->translation_force);
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//glm_vec4_add(force_new, obj->position, obj->position);
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}
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glm_vec4_add(obj->position, obj->translation_force, obj->position);
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// record path
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if (record_path(obj) == -1) {
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exit(EXIT_FAILURE);
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if (toggle_tracing == 1) {
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if (record_path(obj) == -1) {
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exit(EXIT_FAILURE);
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}
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}
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glm_translate(translation_matrix, obj->position);
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@ -430,6 +420,20 @@ void keyboard(unsigned char key, int x, int y) {
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glm_vec3_add(camera_pos, front_scalar, camera_pos);
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break;
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}
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case 't':
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case 'T':
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toggle_tracing = !toggle_tracing;
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if (toggle_tracing == 0) {
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break;
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}
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// remove all the recorded paths of objects
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for (struct object *obj = objects; obj != NULL; obj = obj->next) {
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obj->paths_num=0;
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free(obj->paths);
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obj->paths = NULL;
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}
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break;
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default:
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break;
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}
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@ -438,9 +442,17 @@ void keyboard(unsigned char key, int x, int y) {
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void mouse(int button, int state, int x, int y) {
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switch (button) {
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case 3:
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if (fov-fov_change < 0.0f) {
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break;
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}
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fov -= fov_change;
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break;
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case 4:
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if (fov+fov_change > 180.0f) {
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break;
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}
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fov += fov_change;
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break;
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default:
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@ -457,7 +469,6 @@ void mouse_motion(int x, int y) {
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warped_pointer = 1;
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glutWarpPointer((screen_viewport[2]/2), screen_viewport[3]/2);
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fprintf(stdout, "Position of mouse %d,%d\n", x, y);
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float offset_x = (float) (x - (screen_viewport[2]/2)) * camera_sensitivity;
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float offset_y = (float) (y - (screen_viewport[3]/2)) * camera_sensitivity;
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@ -538,14 +549,12 @@ struct object *create_object(float mass, const char *model) {
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new_object->next = NULL;
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new_object->paths = NULL;
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new_object->paths_num = 0;
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new_object->paths_index = 0;
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new_object->paths_max = MAX_PATHS;
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glm_vec3_one(new_object->color);
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// choose random color
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for (int i = 0; i < 3; i++) {
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new_object->color[i] = 0.5 + (fabs(frand48()) / 2);
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fprintf(stdout, "New color part set: %f\n", new_object->color[i]);
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}
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if (load_model_to_object(model, new_object) == -1) {
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@ -592,34 +601,30 @@ int main(int argc, char **argv) {
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}
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// objects
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struct object *a = create_object(1000.0f, "assets/models/sphere.obj");
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struct object *a = create_object(1.0f, "assets/models/sphere.obj");
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struct object *b = create_object(1.0f, "assets/models/sphere.obj");
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struct object *c = create_object(10000000.0f, "assets/models/sphere.obj");
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struct object *d = create_object(100000.0f, "assets/models/sphere.obj");
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struct object *e = create_object(6969699.0f, "assets/models/sphere.obj");
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float distance = -200.0f;
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vec4 a_pos = {0.0f, 50.0f, distance, 0.0f};
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glm_vec4_add(a->position, a_pos, a->position);
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// vec4 a_pos = {0.0f, 50.0f, distance, 0.0f};
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// glm_vec4_add(a->position, a_pos, a->position);
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vec4 b_pos = {0.0f, -50.0f, -150.0f, 0.0f};
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glm_vec4_add(b->position, b_pos, b->position);
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vec4 c_pos = {0.0f, -20.0f, distance, 0.0f};
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glm_vec4_add(c->position, c_pos, c->position);
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vec4 d_pos = {20.0f, -100.0f, distance, 0.0f};
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glm_vec4_add(d->position, d_pos, d->position);
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vec4 e_pos = {-50.0f, 100.0f, distance, 0.0f};
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glm_vec4_add(e->position, e_pos, e->position);
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float n = 0.05f;
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vec3 a_boost = {-10*n, 0.0f, 0.0f};
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glm_vec3_add(a->translation_force, a_boost, a->translation_force);
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// vec3 a_boost = {-10*n, 0.0f, 0.0f};
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// glm_vec3_add(a->translation_force, a_boost, a->translation_force);
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vec3 d_boost = {-2*n, -5*n, 0.0f};
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glm_vec3_add(d->translation_force, d_boost, d->translation_force);
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vec3 b_boost = {-10*n, 0.0f, -10*n};
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glm_vec3_add(b->translation_force, b_boost, b->translation_force);
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vec3 e_boost = {5*n, 5*n, 0.0f};
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glm_vec3_add(e->translation_force, e_boost, e->translation_force);
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vec3 c_boost = {n, n, n};
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glm_vec3_add(c->translation_force, c_boost, c->translation_force);
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setup();
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