confusion about axis positivity and trying to draw ship and starterd
adding color to model
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			@ -53,7 +53,8 @@
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(defclass model ()
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  ((vertices :initarg :vertices :accessor vertices :initform (vector))
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   (faces :initarg :faces :accessor faces :initform (vector))))
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   (faces :initarg :faces :accessor faces :initform (vector))
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   (face-colors :initarg :face-colors :accessor face-colors :initform (vector))))
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(defclass motion ()
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  ((coords :initarg :coords :accessor coords :initform (vector 0 0 0))
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			@ -83,13 +84,17 @@
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		 :faces (make-2d-array 8 3 '((0 3 1) (0 2 4) (0 1 2) (0 4 3)
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					     (3 5 1) (2 5 4) (1 5 2) (4 5 3)))))
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(defparameter *ship-model*
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  (make-instance 'model
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		 :vertices (make-2d-array 4 3 '((0 0 0) (0 1 -3) (-2 1 -3) (2 1 -3)))
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		 :faces (make-2d-array 4 3 '((0 1 3) (0 2 1) (0 3 2) (1 2 3)))
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		 :face-colors (make-2d-array 4 3 '((196 196 196) (196 196 196) (196 196 196) (32 32 32)))))
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(defparameter *world* nil)
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(defparameter *origin* (vector 0 0 -7))
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;(defparameter *origin* (vector 0 0 -7))
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(defparameter *self* nil) ; (make-instance 'motion :coords (vector 0 0 -11)))
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(defparameter *orientation* (vector 0 1 0))
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;(defparameter *orientation* (vector 0 1 0))
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(defparameter *velocity* 2) ; 1 unit / second
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(defparameter *acceleration* 2) ; 1 unit /second
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			@ -181,7 +186,7 @@
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;	  (append (rotate-vertex-2d (third tri) rM) (third (third tri))))))
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;
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(defun draw-triangle (tri time) 
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(defun draw-triangle (tri) 
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  (let ((time (- (wall-time) *start-time*)))
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  (gl:with-primitive :triangles
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    (multiple-value-bind (red green blue) (shift-color time)
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			@ -199,29 +204,39 @@
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    (let ((v (aref tri 2)))
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      (gl:vertex (aref v 0) (aref v 1) (aref v 2))))))
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(defun draw (time)
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  ;; clear the buffer
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  (gl:clear :color-buffer-bit :depth-buffer-bit)      
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  ;; move to eye position
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  (gl:translate (aref (coords *self*) 0) (aref (coords *self*) 1) (aref (coords *self*) 2)) ;; eye
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  (loop for entity across *world* do
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       ;(let ((entity (aref *world* i)))
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       (progn
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(defun draw-entity (entity)
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  (gl:push-matrix)
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  (gl:translate (aref (coords (motion entity)) 0) (aref (coords (motion entity)) 1) (aref (coords (motion entity)) 2))
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  (gl:rotate (aref (angles entity) 0) 1 0 0)
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  (gl:rotate (aref (angles entity) 1) 0 1 0)
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  (gl:rotate (aref (angles entity) 2) 0 0 1)
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  (loop for face across (faces (model entity)) do
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	(draw-triangle (get-vertecies face (vertices (model entity))) time))
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   (gl:pop-matrix)
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      ))
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       (draw-triangle (get-vertecies face (vertices (model entity)))))
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  (gl:pop-matrix))
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(defun draw (time)
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  ;; clear the buffer
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  (gl:clear :color-buffer-bit :depth-buffer-bit)      
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  ;; move to eye position
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  (draw-entity (make-instance 'game-object :motion (make-instance 'motion :coords (vector 0 0 3)) :model *ship-model*))
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  (gl:translate  (aref (coords *self*) 0) (- (aref (coords *self*) 1)) (- (aref (coords *self*) 2))) ;; eye    
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  (loop for entity across *world* do
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       ;(let ((entity (aref *world* i)))
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       (draw-entity entity))
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  (gl:matrix-mode :modelview)
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  (gl:load-identity)
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;      (gl:translate 0 -2 -7)
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 ;     (gl:rotate 16 1  0 0)
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   (glu:look-at 0 0 1 ;(aref *origin* 0) (aref *origin* 1) (aref *origin* 2) ;; eye
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   (glu:look-at 0 0 -1 ;(aref *origin* 0) (aref *origin* 1) (aref *origin* 2) ;; eye
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		0 0 0 ;; center
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		0 1 0 ;; up in y pos
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		)
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			@ -233,7 +248,9 @@
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(defun phys-step (time)
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  (motion-step *self* time)
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  (format t "z-position: ~a z-velocity: ~a z-acceleration: ~a~%" (aref (coords *self*) 2) (aref (velocity *self*) 2) (aref (acceleration *self*) 2)))
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  (format t "z-position: ~a z-velocity: ~a z-acceleration: ~a~%" (aref (coords *self*) 2) (aref (velocity *self*) 2) (aref (acceleration *self*) 2))
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  (format t "y-position: ~a y-velocity: ~a y-acceleration: ~a~%" (aref (coords *self*) 1) (aref (velocity *self*) 1) (aref (acceleration *self*) 1))
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  (format t "x-position: ~a x-velocity: ~a x-acceleration: ~a~%" (aref (coords *self*) 0) (aref (velocity *self*) 0) (aref (acceleration *self*) 0)))
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  ;(loop for entity across *world* do
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  ;     (motion-step (motion entity) time)))
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;       (accel (accelerator (motion entity)) entity time)
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