refactor: PlayerController
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@@ -195,15 +195,16 @@ void WorldRenderer::renderLevel(
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}
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void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
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const auto& selection = player->selection;
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auto indices = level->content->getIndices();
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blockid_t id = PlayerController::selectedBlockId;
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blockid_t id = selection.vox.id;
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auto block = indices->getBlockDef(id);
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const glm::ivec3 pos = player->selectedBlockPosition;
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const glm::vec3 point = PlayerController::selectedPointPosition;
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const glm::vec3 norm = PlayerController::selectedBlockNormal;
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const glm::ivec3 pos = player->selection.position;
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const glm::vec3 point = selection.hitPosition;
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const glm::vec3 norm = selection.normal;
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const std::vector<AABB>& hitboxes = block->rotatable
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? block->rt.hitboxes[PlayerController::selectedBlockRotation]
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? block->rt.hitboxes[selection.vox.state.rotation]
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: block->hitboxes;
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linesShader->use();
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@@ -305,7 +306,7 @@ void WorldRenderer::draw(
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ctx.setCullFace(true);
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renderLevel(ctx, camera, settings);
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// Selected block
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if (PlayerController::selectedBlockId != -1 && hudVisible){
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if (player->selection.vox.id != BLOCK_VOID && hudVisible){
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renderBlockSelection(camera, linesShader);
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}
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}
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