, cam()
, hud()
, world()
+, controller(world.Player())
, outline()
, outline_visible(false)
, outline_transform(1.0f)
switch (event.type) {
case SDL_KEYDOWN:
case SDL_KEYUP:
- world.Controller().HandleKeyboard(event.key);
+ controller.HandleKeyboard(event.key);
break;
case SDL_MOUSEBUTTONDOWN:
if (event.button.button == 1) {
}
break;
case SDL_MOUSEMOTION:
- world.Controller().HandleMouse(event.motion);
+ controller.HandleMouse(event.motion);
break;
case SDL_QUIT:
running = false;
}
void Application::Update(int dt) {
+ controller.Update(dt);
world.Update(dt);
- Ray aim = world.Controller().Aim();
+ Ray aim = controller.Aim();
Chunk *chunk;
int blkid;
float dist;
outline_visible = true;
outline.Clear();
chunk->BlockAt(blkid).type->FillOutlineModel(outline);
- outline_transform = glm::translate(chunk->Transform(), pos);
+ outline_transform = glm::translate(chunk->Transform(world.Player().ChunkCoords()), pos);
outline_transform = glm::scale(outline_transform, glm::vec3(1.0001f));
} else {
outline_visible = false;
glm::vec3 next_pos = Chunk::ToCoords(blkid) + normal;
if (!Chunk::InBounds(next_pos)) {
mod_chunk = &world.Next(*chunk, normal);
- next_pos -= normal * Chunk::Extent();
+ next_pos -= normal * glm::vec3(Chunk::Extent());
}
mod_chunk->BlockAt(next_pos).type = world.BlockTypes()[place_id];
mod_chunk->Invalidate();