loading rig pose, textures, body settings

This commit is contained in:
MihailRis
2024-07-09 21:19:29 +03:00
parent a68be271c6
commit d8c9fa1fe2
11 changed files with 96 additions and 17 deletions
+6 -3
View File
@@ -161,12 +161,14 @@ void CameraControl::update(const PlayerInput& input, float delta, Chunks* chunks
auto tpCamera = player->tpCamera;
if (player->currentCamera == spCamera) {
spCamera->position = chunks->rayCastToObstacle(camera->position, camera->front, 3.0f) - 0.2f * camera->front;
spCamera->position = chunks->rayCastToObstacle(
camera->position, camera->front, 3.0f) - 0.2f * camera->front;
spCamera->dir = -camera->dir;
spCamera->front = -camera->front;
}
else if (player->currentCamera == tpCamera) {
tpCamera->position = chunks->rayCastToObstacle(camera->position, -camera->front, 3.0f) + 0.2f * camera->front;
tpCamera->position = chunks->rayCastToObstacle(
camera->position, -camera->front, 3.0f) + 0.2f * camera->front;
tpCamera->dir = camera->dir;
tpCamera->front = camera->front;
}
@@ -324,7 +326,8 @@ static int determine_rotation(Block* def, const glm::ivec3& norm, glm::vec3& cam
return 0;
}
static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player, int x, int y, int z) {
static void pick_block(ContentIndices* indices, Chunks* chunks, Player* player,
int x, int y, int z) {
auto block = indices->blocks.get(chunks->get(x,y,z)->id);
itemid_t id = block->rt.pickingItem;
auto inventory = player->getInventory();