fix hands behaviour when paused

This commit is contained in:
MihailRis
2024-11-06 00:52:33 +03:00
parent 80e48ae302
commit 8ef7d43603
2 changed files with 6 additions and 4 deletions
+5 -3
View File
@@ -342,7 +342,9 @@ void WorldRenderer::renderDebugLines(
lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f); lineBatch->line(0.f, 0.f, 0.f, 0.f, 0.f, length, 0.f, 0.f, 1.f, 1.f);
} }
void WorldRenderer::renderHands(const Camera& camera, const Assets& assets) { void WorldRenderer::renderHands(
const Camera& camera, const Assets& assets, float delta
) {
auto entityShader = assets.get<Shader>("entity"); auto entityShader = assets.get<Shader>("entity");
auto indices = level->content->getIndices(); auto indices = level->content->getIndices();
@@ -370,7 +372,7 @@ void WorldRenderer::renderHands(const Camera& camera, const Assets& assets) {
glm::quat rot0 = glm::quat_cast(prevRotation); glm::quat rot0 = glm::quat_cast(prevRotation);
glm::quat rot1 = glm::quat_cast(rotation); glm::quat rot1 = glm::quat_cast(rotation);
glm::quat finalRot = glm::quat finalRot =
glm::slerp(rot0, rot1, static_cast<float>(engine->getDelta() * speed)); glm::slerp(rot0, rot1, static_cast<float>(delta * speed));
rotation = glm::mat4_cast(finalRot); rotation = glm::mat4_cast(finalRot);
matrix = rotation * matrix * matrix = rotation * matrix *
glm::rotate( glm::rotate(
@@ -444,7 +446,7 @@ void WorldRenderer::draw(
if (hudVisible) { if (hudVisible) {
renderLines(camera, linesShader, ctx); renderLines(camera, linesShader, ctx);
if (player->currentCamera == player->fpCamera) { if (player->currentCamera == player->fpCamera) {
renderHands(camera, assets); renderHands(camera, assets, delta * !pause);
} }
} }
} }
+1 -1
View File
@@ -53,7 +53,7 @@ class WorldRenderer {
/// @brief Render block selection lines /// @brief Render block selection lines
void renderBlockSelection(); void renderBlockSelection();
void renderHands(const Camera& camera, const Assets& assets); void renderHands(const Camera& camera, const Assets& assets, float delta);
/// @brief Render lines (selection and debug) /// @brief Render lines (selection and debug)
/// @param camera active camera /// @param camera active camera