add skeleton:index(...) and player test model
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+23
-18
@@ -49,7 +49,7 @@ void Player::updateEntity() {
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} else if (auto entity = level->entities->get(eid)) {
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position = entity->getTransform().pos;
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} else {
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// check if chunk loaded
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// TODO: check if chunk loaded
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}
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}
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@@ -61,11 +61,16 @@ Hitbox* Player::getHitbox() {
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}
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void Player::updateInput(PlayerInput& input, float delta) {
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auto hitbox = getHitbox();
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if (hitbox == nullptr) {
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auto entity = level->entities->get(eid);
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if (!entity.has_value()) {
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return;
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}
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bool crouch = input.shift && hitbox->grounded && !input.sprint;
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auto& hitbox = entity->getRigidbody().hitbox;
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auto& transform = entity->getTransform();
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transform.setRot(
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glm::rotate(glm::mat4(1.0f), glm::radians(cam.x), glm::vec3(0, 1, 0)));
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bool crouch = input.shift && hitbox.grounded && !input.sprint;
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float speed = this->speed;
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if (flight){
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speed *= FLIGHT_SPEED_MUL;
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@@ -74,7 +79,7 @@ void Player::updateInput(PlayerInput& input, float delta) {
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speed *= CHEAT_SPEED_MUL;
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}
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hitbox->crouching = crouch;
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hitbox.crouching = crouch;
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if (crouch) {
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speed *= CROUCH_SPEED_MUL;
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} else if (input.sprint) {
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@@ -96,37 +101,37 @@ void Player::updateInput(PlayerInput& input, float delta) {
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}
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if (glm::length(dir) > 0.0f){
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dir = glm::normalize(dir);
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hitbox->velocity += dir * speed * delta * 9.0f;
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hitbox.velocity += dir * speed * delta * 9.0f;
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}
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hitbox->linearDamping = PLAYER_GROUND_DAMPING;
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hitbox->verticalDamping = flight;
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hitbox->gravityScale = flight ? 0.0f : 1.0f;
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hitbox.linearDamping = PLAYER_GROUND_DAMPING;
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hitbox.verticalDamping = flight;
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hitbox.gravityScale = flight ? 0.0f : 1.0f;
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if (flight){
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hitbox->linearDamping = PLAYER_AIR_DAMPING;
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hitbox.linearDamping = PLAYER_AIR_DAMPING;
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if (input.jump){
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hitbox->velocity.y += speed * delta * 9;
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hitbox.velocity.y += speed * delta * 9;
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}
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if (input.shift){
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hitbox->velocity.y -= speed * delta * 9;
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hitbox.velocity.y -= speed * delta * 9;
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}
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}
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if (!hitbox->grounded) {
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hitbox->linearDamping = PLAYER_AIR_DAMPING;
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if (!hitbox.grounded) {
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hitbox.linearDamping = PLAYER_AIR_DAMPING;
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}
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if (input.jump && hitbox->grounded){
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hitbox->velocity.y = JUMP_FORCE;
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if (input.jump && hitbox.grounded){
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hitbox.velocity.y = JUMP_FORCE;
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}
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if ((input.flight && !noclip) ||
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(input.noclip && flight == noclip)){
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flight = !flight;
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if (flight){
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hitbox->velocity.y += 1.0f;
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hitbox.velocity.y += 1.0f;
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}
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}
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hitbox->type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
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hitbox.type = noclip ? BodyType::KINEMATIC : BodyType::DYNAMIC;
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if (input.noclip) {
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noclip = !noclip;
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}
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