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#include "scene.hpp"

#include "tree.hpp"
#include "interpolation.hpp"
#include "ball.hpp"
#include "bird.hpp"
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#include "bat.hpp"
#include "dragon.hpp"
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#include "terrain.hpp"
#include "projectile.hpp"
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#include "sapin.hpp"
#include "settings.hpp"
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using namespace cgp;
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std::vector<vec3> tree_position;
std::vector<vec3> grass_position;

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void scene_structure::initialize()
{
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	camera_control.initialize(inputs, window); // Give access to the inputs and window global state to the camera controler
	//Orbit camera
	//camera_control.set_rotation_axis_z(); 
	//camera_control.look_at({ 20.0f,15.0f,15.0f }, {0,0,0});
	
	//First person camera
	camera_control.camera_model.position_camera = { 0,0,evaluate_terrain_height(0,0)+10};
	//camera_control.camera_model.position_camera = { 0,-5,0};
	camera_control.camera_model.set_rotation_axis({ 0,0,1 });
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	global_frame.initialize_data_on_gpu(mesh_primitive_frame());

	//skybox_debug.png for debugging
	image_structure image_skybox_template = image_load_file("assets/skybox2.jpg");
	std::vector<image_structure> image_grid = image_split_grid(image_skybox_template, 4, 3);

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	image_structure image_skybox_template2 = image_load_file("assets/skyboxNight.jpeg");
	std::vector<image_structure> image_grid2 = image_split_grid(image_skybox_template2, 4, 3);

	skybox.initialize_data_on_gpu();
	//x neg, x pos, y neg, y pos, z neg, z pos
	skybox.texture.initialize_cubemap_on_gpu(image_grid[7].rotate_90_degrees_counterclockwise(), image_grid[1].rotate_90_degrees_clockwise(), image_grid[4].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise(), image_grid[10], image_grid[3], image_grid[5].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise());
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	skybox.texture2.initialize_cubemap_on_gpu(image_grid2[7].rotate_90_degrees_counterclockwise(), image_grid2[1].rotate_90_degrees_clockwise(), image_grid2[4].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise(), image_grid2[10], image_grid2[3], image_grid2[5].rotate_90_degrees_clockwise().rotate_90_degrees_clockwise());
	int N_terrain_samples = 500;
	mesh const terrain_mesh = create_terrain_mesh(N_terrain_samples);
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	terrain.initialize_data_on_gpu(terrain_mesh);
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	// terrain.material.color = { 0.6f,0.85f,0.5f }; terrain de couleur de base verte
	terrain.material.color = { 1,1,1 };
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	terrain.material.phong.specular = 0.0f; // non-specular terrain material

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	terrain.shader.load(project::path + "shaders/mesh_multi_texture/mesh_multi_texture.vert.glsl", project::path + "shaders/mesh_multi_texture/mesh_multi_texture.frag.glsl");
	terrain.texture.load_and_initialize_texture_2d_on_gpu(project::path + "assets/grass.jpg",
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		GL_REPEAT,
		GL_MIRRORED_REPEAT);
	terrain.supplementary_texture["image_texture_rock"].load_and_initialize_texture_2d_on_gpu(project::path + "assets/rocks3.jpg",
		GL_REPEAT,
		GL_MIRRORED_REPEAT);
	terrain.supplementary_texture["image_texture_snow"].load_and_initialize_texture_2d_on_gpu(project::path + "assets/snow.jpg",
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		GL_REPEAT,
		GL_MIRRORED_REPEAT);

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	int r = 1;
	int h = 5;
	mesh cyl_mesh = create_cylinder_mesh(r, h);
	cyl.initialize_data_on_gpu(cyl_mesh);
	cyl.material.color = { 0.58f,0.294f,0.0f };
	cyl.material.phong.specular = 0.0f;

	r = 3;
	h = 2;
	int z = 3;
	mesh cone_mesh = create_cone_mesh(r, h, z);
	cone.initialize_data_on_gpu(cone_mesh);
	cone.material.color = { 0.0f,0.8f,0.0f };
	cone.material.phong.specular = 0.0f;

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	mesh tree_mesh = create_tree();
	tree.initialize_data_on_gpu(tree_mesh);

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	float x = 1.0;
	float y = 2.0;
	tree.model.translation = { x, y, evaluate_terrain_height(x,y) };
	tree_position = generate_positions_on_terrain(num_trees());
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	grass_position = generate_positions_on_terrain(num_grass());
	mesh quadrangle_mesh;  
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	quadrangle_mesh.position = { {0,0,0},{1, 0, 0}, {1,0,1},  {0, 0,1} };
	quadrangle_mesh.uv = { {0,0},{1,0}, {1,1}, {0,1} };
	quadrangle_mesh.connectivity = { {0,1,2}, {0,2,3} };
	quadrangle_mesh.fill_empty_field(); // (fill with some default values the other buffers (colors, normals) that we didn't filled before)
	// Convert the mesh structure into a mesh_drawable structure
	grass.initialize_data_on_gpu(quadrangle_mesh);
	grass.texture.load_and_initialize_texture_2d_on_gpu(project::path + "assets/grass.png",
		GL_CLAMP_TO_BORDER,
		GL_CLAMP_TO_BORDER);

	chain1.initialize();
	bouncing.initialize(20); //10 balls
	bats.initialize_bats();
	dragons.initialize_dragons();
	vec3 bat_pos1 = { 0,0,evaluate_terrain_height(0,0) + 20 };
	float bat_size1 = 0.2f;
	numarray<vec3> bat_keypos1 = { {-1,1,0}, {0,1,0}, {1,1,0}, {1,2,0}, {2,2,0}, {2,2,1}, {2,0,1.5}, {1.5,-1,1}, {1.5,-1,0}, {1,-1,0}, {0,-0.5,0}, {-1,1,0} };
	numarray<float> bat_keytimes1 = { 0.0f, 1.0f, 2.0f, 2.5f, 3.0f, 3.5f, 3.75f, 4.5f, 5.0f, 6.0f, 7.0f, 8.0f };
	bats.add_bat(bat_pos1, bat_size1, bat_keypos1, bat_keytimes1);
	
	vec3 bat_pos2 = { 5,5,evaluate_terrain_height(0,0) + 10 };
	float bat_size2 = 0.5f;
	numarray<vec3> bat_keypos2 = { {-1,1,0}, {0,1,0}, {1,1,0}, {1,2,0}, {2,2,0}, {2,2,1}, {2,0,1.5}, {1.5,-1,1}, {1.5,-1,0}, {1,-1,0}, {0,-0.5,0}, {-1,1,0} };
	numarray<float> bat_keytimes2 = { 0.0f, 1.0f, 2.0f, 2.5f, 3.0f, 3.5f, 3.75f, 4.5f, 5.0f, 6.0f, 7.0f, 8.0f };
	dragons.add_dragon(bat_pos2, bat_size2, bat_keypos2, bat_keytimes2);
	projectiles.initialize();
	sapin1.initialize_sapin();
	sapin1.sapin["Trunk"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0 }, Pi / 2);

	hitbox_sphere.initialize_data_on_gpu(mesh_primitive_sphere(1));
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}

void scene_structure::display_frame()
{
	// Update the current time
	timer.update();

	//  Must be called before drawing the other shapes and without writing in the Depth Buffer
	glDepthMask(GL_FALSE); // disable depth-buffer writing
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	draw(skybox, timer.t, environment);
	glDepthMask(GL_TRUE);  // re-activate depth-buffer write

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	//Walking on ground
	if (!gui.fly) {
		vec3 eye_level = camera_control.camera_model.position_camera;
		eye_level[2] = evaluate_terrain_height(eye_level[0], eye_level[1]) + 0.75;
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		camera_control.camera_model.position_camera = eye_level;
	}
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	// Set the light to the current position of the camera
	environment.light = camera_control.camera_model.position();

	if (gui.display_frame)
		draw(global_frame, environment);

	draw(terrain, environment);
	if (gui.display_wireframe)
		draw_wireframe(terrain, environment);


	//Draw trees if close enough
	for (int i = 0; i < num_trees(); i++) {
		if (norm(tree_position[i]-camera_control.camera_model.position_camera) < 75 ) {
			sapin1.sapin["Trunk"].transform_local.translation = tree_position[i];
			sapin1.sapin.update_local_to_global_coordinates();
			draw(sapin1.sapin, environment);
		}
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	display_ball();
	display_bats();
	display_dragons();
	display_semiTransparent(); //Important to draw grass before projectiles (otherwise you see them through projectiles)
	display_projectiles();
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	if (gui.display_wireframe)
		draw_wireframe(tree, environment);

void scene_structure::display_bats()
	bats.update_mvt();
	for (int i = 0; i < bats.N; i++) {
		if (!bats.bats_prop[i].isdead) {
			//Wing animation
			bats.bat_mesh["Bat wing left1"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, 0.5 * cos(5 * bats.bats_prop[i].timer_mvt.t));
			bats.bat_mesh["Bat wing right1"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, -0.5 * cos(5 * bats.bats_prop[i].timer_mvt.t));
			//Rescale
			bats.bat_mesh["Bat base"].drawable.model.scaling = bats.bats_prop[i].size;
			bats.bat_mesh["Bat wing left1"].drawable.model.scaling = bats.bats_prop[i].size;
			bats.bat_mesh["Bat wing right1"].drawable.model.scaling = bats.bats_prop[i].size;
			//Make sure wings are at the right distance
			bats.bat_mesh["Bat wing left1"].transform_local.translation = { -0.25f * bats.bats_prop[i].size, 0, 0 };
			bats.bat_mesh["Bat wing right1"].transform_local.translation = { 0.25f * bats.bats_prop[i].size, 0, 0 };

			//Orientation and position of the bat along the path
			rotation_transform rot = rotation_transform::from_vector_transform({ 0,-1,0 }, normalize(bats.bats_prop[i].pos_futur - bats.bats_prop[i].pos));
			bats.bat_mesh["Bat base"].transform_local.rotation = rot;
			bats.bat_mesh["Bat base"].transform_local.translation = bats.bats_prop[i].pos;

			bats.bat_mesh.update_local_to_global_coordinates();
			draw(bats.bat_mesh, environment);
			if (gui.display_wireframe) {
				draw_wireframe(bats.bat_mesh, environment);
			}
			if (gui.display_hitbox) {
				display_hitbox(bats.bats_prop[i].bat_hitbox, bats.bats_prop[i].pos, rot);
			}
		}
	}
}

void scene_structure::display_dragons()
{
	dragons.update_mvt();

	for (int i = 0; i < bats.N; i++) {
		if (!dragons.dragons_prop[i].isdead) {
			//Wing animation
			dragons.dragon_mesh["Dragon wing left"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0.5 }, 0.5 * cos(5 * dragons.dragons_prop[i].timer_mvt.t));
			dragons.dragon_mesh["Dragon wing right"].transform_local.rotation = rotation_transform::from_axis_angle({ 1,0,0.5 }, -0.5 * cos(5 * dragons.dragons_prop[i].timer_mvt.t));
			//Mouth animation
			dragons.dragon_mesh["Dragon mouth"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0 }, 0.05 * cos(dragons.dragons_prop[i].timer_mvt.t));
			//Tail animation
			dragons.dragon_mesh["Dragon tailmiddle"].transform_local.rotation = rotation_transform::from_axis_angle({ 0,1,0.5 }, 0.05 * cos(2 * dragons.dragons_prop[i].timer_mvt.t));
			dragons.dragon_mesh["Dragon tailend"].transform_local.rotation = rotation_transform::from_axis_angle({ 0.5,1,0.5 }, -0.01 * cos(2 * dragons.dragons_prop[i].timer_mvt.t));
			//Rescale
			dragons.dragon_mesh["Dragon base"].drawable.model.scaling = dragons.dragons_prop[i].size;
			dragons.dragon_mesh["Dragon wing left"].drawable.model.scaling = dragons.dragons_prop[i].size;
			dragons.dragon_mesh["Dragon wing right"].drawable.model.scaling = dragons.dragons_prop[i].size;
			dragons.dragon_mesh["Dragon mouth"].drawable.model.scaling = dragons.dragons_prop[i].size;
			dragons.dragon_mesh["Dragon tailmiddle"].drawable.model.scaling = dragons.dragons_prop[i].size;
			dragons.dragon_mesh["Dragon tailend"].drawable.model.scaling = dragons.dragons_prop[i].size;
			//Make sure wings are at the right distance
			dragons.dragon_mesh["Dragon wing left"].transform_local.translation = { 0, -0.3f * dragons.dragons_prop[i].size, 0 };
			dragons.dragon_mesh["Dragon wing right"].transform_local.translation = { 0, 0.3f * dragons.dragons_prop[i].size, 0 };

			//Orientation and position of the bat along the path
			rotation_transform rot = rotation_transform::from_vector_transform({ 1,0,0 }, normalize(dragons.dragons_prop[i].pos_futur - dragons.dragons_prop[i].pos));
			dragons.dragon_mesh["Dragon base"].transform_local.rotation = rot;
			dragons.dragon_mesh["Dragon base"].transform_local.translation = dragons.dragons_prop[i].pos;

			dragons.dragon_mesh.update_local_to_global_coordinates();
			draw(dragons.dragon_mesh, environment);
			if (gui.display_wireframe) {
				draw_wireframe(dragons.dragon_mesh, environment);
			}
			if (gui.display_hitbox) {
				display_hitbox(dragons.dragons_prop[i].dragon_hitbox, dragons.dragons_prop[i].pos, rot);
			}
		}
	}
}

void scene_structure::display_hitbox(hitbox H, vec3 shift, rotation_transform rot) {
	for (int i = 0; i < H.N; i++) {
		hitbox_sphere.model.scaling = H.r[i];
		hitbox_sphere.model.translation = rot * H.center[i] + shift;
		draw_wireframe(hitbox_sphere, environment);
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void scene_structure::display_semiTransparent()
{
	// Enable use of alpha component as color blending for transparent elements
	//  alpha = current_color.alpha
	//  new color = previous_color * alpha + current_color * (1-alpha)
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Disable depth buffer writing
	//  - Transparent elements cannot use depth buffer
	//  - They are supposed to be display from furest to nearest elements
	glDepthMask(false);

	auto const& camera = camera_control.camera_model;

	// Re-orient the grass shape to always face the camera direction
	vec3 const right = camera.right();
	// Rotation such that the grass follows the right-vector of the camera, while pointing toward the z-direction
	
	for (int i = 0; i < num_grass(); i++) {
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		grass.model.translation = grass_position[i];
		rotation_transform R = rotation_transform::from_frame_transform({ 1,0,0 }, { 0,0,1}, right, {0,0,1});
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		grass.model.rotation = R;
		draw(grass, environment);
	}

	// Don't forget to re-activate the depth-buffer write
	glDepthMask(true);
	glDisable(GL_BLEND);
}

void scene_structure::draw_segment(vec3 const& a, vec3 const& b)
{
	chain1.segment.vbo_position.update(numarray<vec3>{ a, b });
	draw(chain1.segment, environment);
}

void scene_structure::display_chain(vec3 bird_pos)
{
	
	// Update the current time
	timer_chain.update();


	chain1.simulation_step(timer_chain.scale * 0.01f, bird_pos);

	for (int i = 0; i < chain1.n; i++) {
		chain1.particle_sphere.model.translation = chain1.p[i];
		chain1.particle_sphere.material.color = { (float)i / chain1.n,(float)i / chain1.n,0 };
		draw(chain1.particle_sphere, environment);
	}

	for (int i = 0; i < chain1.n - 1; i++) {
		draw_segment(chain1.p[i], chain1.p[i + 1]);
	}
}


void scene_structure::display_gui()
{
	ImGui::Checkbox("Frame", &gui.display_frame);
	ImGui::Checkbox("Wireframe", &gui.display_wireframe);
	ImGui::Checkbox("Hitbox", &gui.display_hitbox);
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	ImGui::Checkbox("Fly", &gui.fly);
	//ImGui::SliderFloat("Time", &timer_mvt.t, timer_mvt.t_min, timer_mvt.t_max);
	//ImGui::SliderFloat("Time scale", &timer_mvt.scale, 0.0f, 2.0f);
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	ImGui::SliderFloat("K", &gui.k, 0.0f, 10.0f);
	ImGui::SliderFloat("Speed", &gui.speed, 0.0f, 10.0f);
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	// Display the GUI associated to the key position
	//keyframe.display_gui();
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}

void scene_structure::display_ball() {

	bouncing.simulate(timer.scale * 0.01f);
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	for (int i = 0; i < bouncing.N; i++) {	
		bouncing.mesh.model.translation = bouncing.pos[i];
		bouncing.mesh.material.color = bouncing.color[i];
		draw(bouncing.mesh, environment);
	}
}

void scene_structure::display_projectiles() {
	vec3 const right = camera_control.camera_model.right();
	rotation_transform R = rotation_transform::from_frame_transform({ cos(ball_turn_speed * timer.t + 90),sin(ball_turn_speed * timer.t + 90),0 }, { 0,0,1 }, right, { 0,0,1 });
	rotation_transform R2 = rotation_transform::from_frame_transform({ cos(ball_turn_speed * timer.t -90), sin(ball_turn_speed * timer.t - 90),0 }, { 0,0,1 }, right, { 0,0,1 });
	projectiles.simulate(timer.scale * 0.03f);
	for (int i = 0; i < projectiles.N; i++) {
		for (int j = 0; j < bats.N; j++) {
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			if (bats.bats_prop[j].bat_hitbox.is_in_hitbox(projectiles.projectiles_prop[i].pos, bats.bats_prop[j].pos)) bats.bats_prop[j].isdead = true;
			if (dragons.dragons_prop[j].dragon_hitbox.is_in_hitbox(projectiles.projectiles_prop[i].pos, dragons.dragons_prop[j].pos)) dragons.dragons_prop[j].isdead = true;
		projectiles.mesh.model.translation = projectiles.projectiles_prop[i].pos;
		projectiles.mesh.material.color = projectiles.projectiles_prop[i].color;
		draw(projectiles.mesh, environment);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glDepthMask(false);
		if (projectiles.projectiles_prop[i].elemental_type == projectile::projectile_type::fire) {

			if (fmod(timer.t, ball_reset_speed) > 0.1) projectiles.projectiles_prop[i].change_animation = true;
			if (fmod(timer.t, ball_reset_speed) < 0.1 && projectiles.projectiles_prop[i].change_animation) {
				projectiles.projectiles_prop[i].change_animation = false;
				projectiles.fireball.texture.update(projectiles.fire_grid[std::rand()%12]);
			}
			projectiles.fireball.model.translation = projectiles.projectiles_prop[i].pos;
			draw(projectiles.fireball, environment);
			projectiles.fireball.model.rotation = R;
			draw(projectiles.fireball, environment);
			projectiles.fireball.model.rotation = R2;
			draw(projectiles.fireball, environment);

		}
		else if (projectiles.projectiles_prop[i].elemental_type == projectile::projectile_type::water) {

			if (fmod(timer.t, ball_reset_speed) > 0.1) projectiles.projectiles_prop[i].change_animation = true;
			if (fmod(timer.t, ball_reset_speed) < 0.1 && projectiles.projectiles_prop[i].change_animation) {
				projectiles.projectiles_prop[i].change_animation = false;
				projectiles.waterball.texture.update(projectiles.water_grid[std::rand() % 6]);
			}

			projectiles.waterball.model.translation = projectiles.projectiles_prop[i].pos;
			draw(projectiles.waterball, environment);
			projectiles.waterball.model.rotation = R;
			draw(projectiles.waterball, environment);
			projectiles.waterball.model.rotation = R2;
			draw(projectiles.waterball, environment);

		}
		else if (projectiles.projectiles_prop[i].elemental_type == projectile::projectile_type::ice) {

			if (fmod(timer.t, ball_reset_speed) > 0.1) projectiles.projectiles_prop[i].change_animation = true;
			if (fmod(timer.t, ball_reset_speed) < 0.1 && projectiles.projectiles_prop[i].change_animation) {
				projectiles.projectiles_prop[i].change_animation = false;
				projectiles.iceball.texture.update(projectiles.ice_grid[std::rand() % 6]);
			}

			projectiles.iceball.model.translation = projectiles.projectiles_prop[i].pos;
			draw(projectiles.iceball, environment);
			projectiles.iceball.model.rotation = R;
			draw(projectiles.iceball, environment);
			projectiles.iceball.model.rotation = R2;
			draw(projectiles.iceball, environment);

		}
		else if (projectiles.projectiles_prop[i].elemental_type == projectile::projectile_type::electric) {

			projectiles.electroball.model.translation = projectiles.projectiles_prop[i].pos;
			draw(projectiles.electroball, environment);
			projectiles.electroball.model.rotation = R;
			draw(projectiles.electroball, environment);
			projectiles.electroball.model.rotation = R2;
			draw(projectiles.electroball, environment);

		}
		else if (projectiles.projectiles_prop[i].elemental_type == projectile::projectile_type::rock) {

			projectiles.rockball.model.translation = projectiles.projectiles_prop[i].pos;
			draw(projectiles.rockball, environment);
			projectiles.rockball.model.rotation = R;
			draw(projectiles.rockball, environment);
			projectiles.rockball.model.rotation = R2;
			draw(projectiles.rockball, environment);

		}

		glDepthMask(true);
		glDisable(GL_BLEND);
		

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void scene_structure::mouse_move_event()
{
	if (!inputs.keyboard.shift)
		camera_control.action_mouse_move(environment.camera_view);
}
void scene_structure::mouse_click_event()
{
	if (camera_control.inputs->mouse.click.left){
		projectiles.add_ball(camera_control.camera_model.position_camera + 2*camera_control.camera_model.front(), 20*camera_control.camera_model.front());
	}
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	camera_control.action_mouse_click(environment.camera_view);
}
void scene_structure::keyboard_event()
{
	camera_control.action_keyboard(environment.camera_view);
	if(camera_control.inputs->keyboard.shift) {
		projectiles.reset();
	}
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}
void scene_structure::idle_frame()
{
	if (camera_control.inputs->keyboard.ctrl) {
		camera_control.idle_frame(environment.camera_view, 10);
	}
	else {
		camera_control.idle_frame(environment.camera_view, gui.speed);
	}