diff options
Diffstat (limited to 'src/Entities')
| -rw-r--r-- | src/Entities/Player.cpp | 31 | ||||
| -rw-r--r-- | src/Entities/Player.hpp | 3 |
2 files changed, 28 insertions, 6 deletions
diff --git a/src/Entities/Player.cpp b/src/Entities/Player.cpp index 66f08c6..a8abb1d 100644 --- a/src/Entities/Player.cpp +++ b/src/Entities/Player.cpp @@ -23,6 +23,18 @@ void Player::update(const Time& time, GFX::Window& window, GFX::Camera& camera, rotate(rotational_input(window)); update_camera_position(camera); + + if (window.mouse(GLFW_MOUSE_BUTTON_LEFT, GLFW_PRESS)) { + auto look_transform = camera_transform(); + auto look_direction = -look_transform.forward(); // Why does this need to be inverted? + auto block = world.traverse( + Ray{look_transform.position(), look_direction}, + 4.0, + [](auto b) { return b.type.is_solid(); } + ); + + if (block != Position::BlockWorld{}) world.break_block(block); + } } void Player::move(Position::WorldOffset by) { @@ -203,12 +215,21 @@ std::vector<AABB> Player::terrain_collision_domain( return colliding_blocks; } -void Player::update_camera_position(GFX::Camera& camera) { - auto camera_position = m_transform.position(); - camera_position.y() += 1.5; +Transform Player::camera_transform() const { + auto position = m_transform.position(); + position.y() += 1.5; + return { + position, + m_transform.rotation(), + m_transform.scale(), + }; +} + +void Player::update_camera_position(GFX::Camera& camera) const { + auto cam_transform = camera_transform(); - camera.set_position(camera_position); - camera.set_angles(m_transform.rotation()); + camera.set_position(cam_transform.position()); + camera.set_angles(cam_transform.rotation()); } Vec3 Player::directional_input(GFX::Window& window) { diff --git a/src/Entities/Player.hpp b/src/Entities/Player.hpp index 5d70559..b1ec8e7 100644 --- a/src/Entities/Player.hpp +++ b/src/Entities/Player.hpp @@ -40,7 +40,8 @@ private: Vec3 walking_velocity(GFX::Window& window, const Time& time, Vec3 input_direction); Vec3 flying_velocity(GFX::Window& window, const Time& time, Vec3 input_direction); - void update_camera_position(GFX::Camera& camera); + Transform camera_transform() const; + void update_camera_position(GFX::Camera& camera) const; static Vec3 directional_input(GFX::Window& window); static Rotation rotational_input(GFX::Window& window); |
