#include "../app/init.hpp"
#include "../audio/Audio.hpp"
#include "../audio/SoundBank.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
void PlayerController::UpdatePlayer() noexcept {
if (dirty) {
Ray aim = player.Aim();
- if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity().ChunkCoords(), aim_world)) {
+ if (!world.Intersection(aim, player.GetEntity().ChunkCoords(), aim_world)) {
aim_world = WorldCollision();
}
- if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity(), aim_entity)) {
+ if (!world.Intersection(aim, player.GetEntity(), aim_entity)) {
aim_entity = EntityCollision();
}
if (aim_world && aim_entity) {
void HUD::UpdateOrientation() {
std::stringstream s;
- s << std::setprecision(3) << "pitch: " << rad2deg(player.GetEntity().Pitch())
- << ", yaw: " << rad2deg(player.GetEntity().Yaw());
+ s << std::setprecision(3) << "pitch: " << glm::degrees(player.GetEntity().Pitch())
+ << ", yaw: " << glm::degrees(player.GetEntity().Yaw());
orientation_text.Set(env.assets.small_ui_font, s.str());
}