Merge branch 'main' into devtools
This commit is contained in:
@@ -24,10 +24,10 @@ const uint MIN_SURROUNDING = 9;
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ChunksController::ChunksController(Level* level, uint padding)
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: level(level),
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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padding(padding),
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generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
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chunks(level->chunks.get()),
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lighting(level->lighting.get()),
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padding(padding),
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generator(WorldGenerators::createGenerator(level->getWorld()->getGenerator(), level->content)) {
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}
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ChunksController::~ChunksController(){
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@@ -37,7 +37,7 @@ void ChunksController::update(int64_t maxDuration) {
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int64_t mcstotal = 0;
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for (uint i = 0; i < MAX_WORK_PER_FRAME; i++) {
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timeutil::Timer timer;
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timeutil::Timer timer;
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if (loadVisible()) {
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int64_t mcs = timer.stop();
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if (mcstotal + mcs < maxDuration * 1000) {
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@@ -50,44 +50,44 @@ void ChunksController::update(int64_t maxDuration) {
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}
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bool ChunksController::loadVisible(){
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const int w = chunks->w;
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const int d = chunks->d;
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const int w = chunks->w;
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const int d = chunks->d;
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int nearX = 0;
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int nearZ = 0;
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int minDistance = ((w-padding*2)/2)*((w-padding*2)/2);
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for (uint z = padding; z < d-padding; z++){
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for (uint x = padding; x < w-padding; x++){
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int index = z * w + x;
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auto chunk = chunks->chunks[index];
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if (chunk != nullptr){
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if (chunk->isLoaded() && !chunk->isLighted()) {
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if (buildLights(chunk)) {
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int nearX = 0;
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int nearZ = 0;
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int minDistance = ((w-padding*2)/2)*((w-padding*2)/2);
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for (uint z = padding; z < d-padding; z++){
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for (uint x = padding; x < w-padding; x++){
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int index = z * w + x;
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auto chunk = chunks->chunks[index];
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if (chunk != nullptr){
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if (chunk->isLoaded() && !chunk->isLighted()) {
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if (buildLights(chunk)) {
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return true;
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}
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}
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continue;
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}
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int lx = x - w / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearZ = z;
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}
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}
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}
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}
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continue;
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}
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int lx = x - w / 2;
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int lz = z - d / 2;
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int distance = (lx * lx + lz * lz);
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if (distance < minDistance){
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minDistance = distance;
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nearX = x;
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nearZ = z;
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}
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}
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}
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auto chunk = chunks->chunks[nearZ * w + nearX];
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if (chunk != nullptr) {
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return false;
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}
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auto chunk = chunks->chunks[nearZ * w + nearX];
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if (chunk != nullptr) {
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return false;
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}
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const int ox = chunks->ox;
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const int oz = chunks->oz;
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createChunk(nearX+ox, nearZ+oz);
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return true;
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const int oz = chunks->oz;
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createChunk(nearX+ox, nearZ+oz);
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return true;
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}
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bool ChunksController::buildLights(std::shared_ptr<Chunk> chunk) {
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@@ -112,22 +112,22 @@ bool ChunksController::buildLights(std::shared_ptr<Chunk> chunk) {
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void ChunksController::createChunk(int x, int z) {
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auto chunk = level->chunksStorage->create(x, z);
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chunks->putChunk(chunk);
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chunks->putChunk(chunk);
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if (!chunk->isLoaded()) {
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generator->generate(
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if (!chunk->isLoaded()) {
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generator->generate(
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chunk->voxels, x, z,
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level->getWorld()->getSeed()
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);
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chunk->setUnsaved(true);
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}
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chunk->updateHeights();
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chunk->setUnsaved(true);
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}
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chunk->updateHeights();
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if (!chunk->isLoadedLights()) {
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Lighting::prebuildSkyLight(
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if (!chunk->isLoadedLights()) {
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Lighting::prebuildSkyLight(
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chunk.get(), level->content->getIndices()
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);
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}
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}
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chunk->setLoaded(true);
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chunk->setReady(true);
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chunk->setReady(true);
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}
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@@ -31,4 +31,4 @@ public:
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void update(int64_t maxDuration);
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};
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#endif /* VOXELS_CHUNKSCONTROLLER_HPP_ */
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#endif // VOXELS_CHUNKSCONTROLLER_HPP_
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@@ -110,8 +110,8 @@ static void loadWorld(Engine* engine, fs::path folder) {
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auto& packs = engine->getContentPacks();
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auto& settings = engine->getSettings();
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Level* level = World::load(folder, settings, content, packs);
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engine->setScreen(std::make_shared<LevelScreen>(engine, level));
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auto level = World::load(folder, settings, content, packs);
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engine->setScreen(std::make_shared<LevelScreen>(engine, std::move(level)));
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} catch (const world_load_error& error) {
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guiutil::alert(
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engine->getGUI(), langs::get(L"Error")+L": "+
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@@ -197,13 +197,13 @@ void EngineController::createWorld(
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return;
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}
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Level* level = World::create(
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auto level = World::create(
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name, generatorID, folder, seed,
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engine->getSettings(),
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engine->getContent(),
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engine->getContentPacks()
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);
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engine->setScreen(std::make_shared<LevelScreen>(engine, level));
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engine->setScreen(std::make_shared<LevelScreen>(engine, std::move(level)));
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}
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void EngineController::reopenWorld(World* world) {
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@@ -10,18 +10,18 @@
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static debug::Logger logger("level-control");
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LevelController::LevelController(EngineSettings& settings, Level* level)
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: settings(settings), level(level),
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blocks(std::make_unique<BlocksController>(level, settings.chunks.padding.get())),
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chunks(std::make_unique<ChunksController>(level, settings.chunks.padding.get())),
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player(std::make_unique<PlayerController>(level, settings, blocks.get())) {
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LevelController::LevelController(EngineSettings& settings, std::unique_ptr<Level> level)
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: settings(settings), level(std::move(level)),
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blocks(std::make_unique<BlocksController>(this->level.get(), settings.chunks.padding.get())),
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chunks(std::make_unique<ChunksController>(this->level.get(), settings.chunks.padding.get())),
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player(std::make_unique<PlayerController>(this->level.get(), settings, blocks.get())) {
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scripting::on_world_load(this);
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}
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void LevelController::update(float delta, bool input, bool pause) {
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player->update(delta, input, pause);
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glm::vec3 position = player->getPlayer()->hitbox->position;
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glm::vec3 position = player->getPlayer()->hitbox->position;
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level->loadMatrix(position.x, position.z,
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settings.chunks.loadDistance.get() +
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settings.chunks.padding.get() * 2);
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@@ -20,7 +20,7 @@ class LevelController {
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std::unique_ptr<ChunksController> chunks;
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std::unique_ptr<PlayerController> player;
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public:
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LevelController(EngineSettings& settings, Level* level);
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LevelController(EngineSettings& settings, std::unique_ptr<Level> level);
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/// @param delta time elapsed since the last update
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/// @param input is user input allowed to be handled
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@@ -34,7 +34,6 @@ const float RUN_ZOOM = 1.1f;
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const float C_ZOOM = 0.1f;
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const float CROUCH_SHIFT_Y = -0.2f;
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CameraControl::CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings)
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: player(player),
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camera(player->camera),
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@@ -136,7 +135,7 @@ void CameraControl::switchCamera() {
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}
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}
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void CameraControl::update(PlayerInput& input, float delta, Chunks* chunks) {
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void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks) {
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offset = glm::vec3(0.0f, 0.7f, 0.0f);
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if (settings.shaking.get() && !input.cheat) {
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@@ -1,14 +1,14 @@
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#ifndef PLAYER_CONTROL_HPP_
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#define PLAYER_CONTROL_HPP_
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#include "../settings.hpp"
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#include "../objects/Player.hpp"
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#include <memory>
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#include <vector>
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#include <functional>
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#include <glm/glm.hpp>
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#include "../settings.hpp"
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#include "../objects/Player.hpp"
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class Camera;
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class Level;
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class Block;
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@@ -38,7 +38,7 @@ class CameraControl {
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public:
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CameraControl(std::shared_ptr<Player> player, const CameraSettings& settings);
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void updateMouse(PlayerInput& input);
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void update(PlayerInput& input, float delta, Chunks* chunks);
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void update(const PlayerInput& input, float delta, Chunks* chunks);
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void refresh();
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};
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@@ -55,7 +55,7 @@ using on_block_interaction = std::function<void(
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class PlayerController {
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Level* level;
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std::shared_ptr<Player> player;
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PlayerInput input;
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PlayerInput input {};
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CameraControl camControl;
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BlocksController* blocksController;
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@@ -34,7 +34,7 @@ static bool processCallback(
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try {
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return state->eval(*env, src, file) != 0;
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} catch (lua::luaerror& err) {
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std::cerr << err.what() << std::endl;
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logger.error() << err.what();
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return false;
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}
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}
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@@ -8,6 +8,8 @@
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#include <glm/glm.hpp>
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#include <string>
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#include <string>
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namespace scripting {
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using common_func = std::function<dynamic::Value(const std::vector<dynamic::Value>&)>;
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