Rework electricity effect (again)
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Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 25s
Should be more efficient as a quad is generated instead of a cylinder per draw.
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0bd7e4bbf8
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4755b53deb
5 changed files with 73 additions and 41 deletions
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@ -181,6 +181,21 @@ Vector3 from_edge_to_sphere_random(Vector3 center, Vector3 point,
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(call_js_get_random() * radius));
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}
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std::array<Vector3, 4> get_quad_from_start_end(Vector3 start, Vector3 end,
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Vector3 normal, float width) {
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std::array<Vector3, 4> quad;
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Vector3 start_to_end = Vector3Normalize(end - start);
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// Normalize just in case "normal" isn't actually a true normal.
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quad[0] = Vector3Normalize(Vector3CrossProduct(start_to_end, normal));
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quad[1] = start + quad[0] * (width / 2.0F);
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quad[2] = end + quad[0] * (width / 2.0F);
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quad[3] = end - quad[0] * (width / 2.0F);
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quad[0] = start - quad[0] * (width / 2.0F);
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return quad;
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}
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Vector3 operator+(const Vector3 &a, const Vector3 &b) {
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return Vector3{a.x + b.x, a.y + b.y, a.z + b.z};
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}
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@ -2,6 +2,7 @@
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#define JUMPARTIFACT_DOT_COM_DEMO_0_3D_HELPERS_H_
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// standard library includes
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#include <array>
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#include <optional>
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// third party includes
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@ -30,6 +31,21 @@ extern std::optional<Vector3> ray_to_plane(const Ray &ray, const Ray &plane);
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extern Vector3 from_edge_to_sphere_random(Vector3 center, Vector3 point,
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float radius);
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/*
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* start side
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* b -- a
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* | |
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* | |
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* c -- d
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* end side
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*
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* (Normal facing outwards from screen.)
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*/
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extern std::array<Vector3, 4> get_quad_from_start_end(Vector3 start,
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Vector3 end,
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Vector3 normal,
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float width);
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// Unimplemented as this function isn't really needed and it exposes some
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// weirdness regarding column-major matrices.
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// extern Vector4 operator*(const Matrix &m, const Vector4 &v);
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@ -14,29 +14,29 @@
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ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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int line_count, float lifetime)
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: cylinders(),
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: end_points(),
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center(center),
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radius(radius),
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lifetime(lifetime),
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timer(0.0F) {
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cylinders.reserve(line_count);
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end_points.reserve(line_count);
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const float line_max_length = radius * CYLINDER_LINE_MAX_LENGTH_RATIO;
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const float line_max_length = radius * QUAD_LINE_MAX_LENGTH_RATIO;
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// Generate cylinders.
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// Generate end_points.
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std::queue<std::tuple<Vector3, int>> positions;
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std::tuple<Vector3, int> next;
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Vector3 next_pos, dir;
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for (unsigned int idx = 0; idx < CYLINDER_SPLIT_COUNT && line_count > 0;
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for (unsigned int idx = 0; idx < QUAD_SPLIT_COUNT && line_count > 0;
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++idx, --line_count) {
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cylinders.push_back(Cylinder{.next_idx = -1,
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.point = center,
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.mdir = Vector3Normalize(Vector3{
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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})});
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positions.push({center, cylinders.size() - 1});
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end_points.push_back(EndPoint{.next_idx = -1,
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.point = center,
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.mdir = Vector3Normalize(Vector3{
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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call_js_get_random() * 2.0F - 1.0F,
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})});
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positions.push({center, end_points.size() - 1});
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}
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while (line_count-- > 0 && !positions.empty()) {
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next = positions.front();
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@ -57,7 +57,7 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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next_pos + Vector3Normalize(coll.point - next_pos) * line_max_length;
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}
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cylinders.push_back(Cylinder{
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end_points.push_back(EndPoint{
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.next_idx = std::get<int>(next),
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.point = coll.point,
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.mdir = Vector3Normalize(Vector3{call_js_get_random() * 2.0F - 1.0F,
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@ -65,9 +65,9 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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call_js_get_random() * 2.0F - 1.0F})});
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dir = Vector3Normalize(center - coll.point);
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coll.point = coll.point + dir * (radius * CYLINDER_EDGE_OFFSET);
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for (unsigned int idx = 0; idx < CYLINDER_SPLIT_COUNT; ++idx) {
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positions.push({coll.point, cylinders.size() - 1});
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coll.point = coll.point + dir * (radius * QUAD_EDGE_OFFSET);
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for (unsigned int idx = 0; idx < QUAD_SPLIT_COUNT; ++idx) {
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positions.push({coll.point, end_points.size() - 1});
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}
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}
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}
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@ -75,27 +75,29 @@ ElectricityEffect::ElectricityEffect(Vector3 center, float radius,
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bool ElectricityEffect::update(float dt) {
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timer += dt;
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for (auto &cylinder : cylinders) {
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cylinder.point = cylinder.point + cylinder.mdir * (dt * CYLINDER_MOVE_RATE);
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if (Vector3Distance(cylinder.point, center) > radius) {
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cylinder.point =
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cylinder.point - cylinder.mdir * (dt * CYLINDER_MOVE_RATE);
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cylinder.mdir =
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from_edge_to_sphere_random(center, cylinder.point, radius);
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for (auto &end_point : end_points) {
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end_point.point = end_point.point + end_point.mdir * (dt * QUAD_MOVE_RATE);
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if (Vector3Distance(end_point.point, center) > radius) {
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end_point.point =
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end_point.point - end_point.mdir * (dt * QUAD_MOVE_RATE);
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end_point.mdir =
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from_edge_to_sphere_random(center, end_point.point, radius);
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}
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}
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return timer >= lifetime;
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}
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void ElectricityEffect::draw(Color color) {
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void ElectricityEffect::draw(Color color, Vector3 camera_pos) {
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float ratio = timer < lifetime ? (1.0F - timer / lifetime) : 0.0F;
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for (const auto &cylinder : cylinders) {
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if (cylinder.next_idx >= 0) {
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DrawCylinderEx(cylinder.point, cylinders.at(cylinder.next_idx).point,
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CYLINDER_MAX_RADIUS * ratio, CYLINDER_MAX_RADIUS * ratio,
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CYLINDER_SIDES, color);
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for (const auto &end_point : end_points) {
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if (end_point.next_idx >= 0) {
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std::array<Vector3, 4> quad = get_quad_from_start_end(
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end_point.point, end_points[end_point.next_idx].point,
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camera_pos - end_point.point, QUAD_MAX_WIDTH * ratio);
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DrawTriangle3D(quad[0], quad[1], quad[2], color);
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DrawTriangle3D(quad[0], quad[2], quad[3], color);
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}
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}
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}
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@ -7,12 +7,11 @@
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// third party includes
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#include <raylib.h>
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constexpr int CYLINDER_SPLIT_COUNT = 3;
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constexpr int CYLINDER_SIDES = 3;
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constexpr float CYLINDER_MAX_RADIUS = 0.03F;
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constexpr float CYLINDER_EDGE_OFFSET = 0.01F;
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constexpr float CYLINDER_LINE_MAX_LENGTH_RATIO = 0.85F;
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constexpr float CYLINDER_MOVE_RATE = 0.05F;
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constexpr int QUAD_SPLIT_COUNT = 3;
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constexpr float QUAD_MAX_WIDTH = 0.06F;
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constexpr float QUAD_EDGE_OFFSET = 0.01F;
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constexpr float QUAD_LINE_MAX_LENGTH_RATIO = 0.85F;
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constexpr float QUAD_MOVE_RATE = 0.05F;
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class ElectricityEffect {
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public:
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@ -22,15 +21,15 @@ class ElectricityEffect {
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/// Returns true if lifetime ended.
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bool update(float dt);
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/// Assumes draw mode is active.
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void draw(Color color);
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void draw(Color color, Vector3 camera_pos);
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private:
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struct Cylinder {
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struct EndPoint {
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int next_idx;
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Vector3 point, mdir;
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};
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std::vector<Cylinder> cylinders;
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std::vector<EndPoint> end_points;
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Vector3 center;
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float radius;
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float lifetime;
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@ -72,7 +72,7 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
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// Initialize surface.
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generate_surface();
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// Set up render textures
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// Set up render textures.
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bgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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fgRenderTexture = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
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@ -365,7 +365,7 @@ bool TRunnerScreen::draw(RenderTexture *render_texture) {
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}
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for (auto &ee : electricityEffects) {
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ee.draw(GREEN);
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ee.draw(GREEN, camera.position);
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}
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for (auto &se : sparkEffects) {
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