add skeleton:is_visible(...), skeleton:set_visible(...)

This commit is contained in:
MihailRis
2024-07-15 12:05:11 +03:00
parent 055781eeaf
commit 8bb736bef0
10 changed files with 130 additions and 43 deletions
+13 -3
View File
@@ -9,6 +9,7 @@
#include "../window/Camera.hpp"
#include "../items/Inventory.hpp"
#include "../objects/Entities.hpp"
#include "../objects/rigging.hpp"
#include <glm/glm.hpp>
#include <utility>
@@ -66,9 +67,18 @@ void Player::updateInput(PlayerInput& input, float delta) {
return;
}
auto& hitbox = entity->getRigidbody().hitbox;
auto& transform = entity->getTransform();
transform.setRot(
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x), glm::vec3(0, 1, 0)));
auto& skeleton = entity->getSkeleton();
skeleton.visible = currentCamera != camera;
size_t bodyIndex = skeleton.config->find("body")->getIndex();
size_t headIndex = skeleton.config->find("head")->getIndex();
skeleton.pose.matrices[bodyIndex] =
glm::rotate(glm::mat4(1.0f), glm::radians(cam.x-90), glm::vec3(0, 1, 0));
skeleton.pose.matrices[headIndex] = glm::rotate(glm::rotate(
glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.6f, 0.0f)),
glm::radians(-cam.y), glm::vec3(0, 0, 1)), glm::radians(90.0f), glm::vec3(0, 1, 0));
bool crouch = input.shift && hitbox.grounded && !input.sprint;
float speed = this->speed;