#include "../app/FrameCounter.hpp"
#include "../app/init.hpp"
#include "../audio/Audio.hpp"
+#include "../audio/SoundBank.hpp"
#include "../graphics/Font.hpp"
#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
-#include "../model/shapes.hpp"
+#include "../model/bounds.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/World.hpp"
#include "../world/WorldManipulator.hpp"
}
void PlayerController::UpdatePlayer() noexcept {
- constexpr float max_vel = 0.005f;
+ constexpr float max_vel = 5.0f; // in m/s
if (dirty) {
player.GetEntity().Orientation(glm::quat(glm::vec3(pitch, yaw, 0.0f)));
- player.GetEntity().Velocity(glm::rotateY(move_dir * max_vel, yaw));
+ player.GetEntity().TargetVelocity(glm::rotateY(move_dir * max_vel, yaw));
Ray aim = player.Aim();
if (!world.Intersection(aim, glm::mat4(1.0f), player.GetEntity().ChunkCoords(), aim_world)) {
messages.Background(glm::vec4(0.5f));
// crosshair
- OutlineModel::Buffer buf;
+ OutlineMesh::Buffer buf;
buf.vertices = std::vector<glm::vec3>({
{ -10.0f, 0.0f, 0.0f }, { 10.0f, 0.0f, 0.0f },
{ 0.0f, -10.0f, 0.0f }, { 0.0f, 10.0f, 0.0f },
});
- buf.indices = std::vector<OutlineModel::Index>({
+ buf.indices = std::vector<OutlineMesh::Index>({
0, 1, 2, 3
});
buf.colors.resize(4, { 10.0f, 10.0f, 10.0f });
namespace {
-OutlineModel::Buffer outl_buf;
+OutlineMesh::Buffer outl_buf;
}
const Block &block = chunk.BlockAt(index);
const BlockType &type = chunk.Type(index);
outl_buf.Clear();
- type.FillOutlineModel(outl_buf);
+ type.FillOutlineMesh(outl_buf);
outline.Update(outl_buf);
outline_transform = chunk.Transform(player.GetEntity().ChunkCoords());
outline_transform *= chunk.ToTransform(Chunk::ToPos(index), index);
void HUD::Display(const BlockType &type) {
block_buf.Clear();
- type.FillEntityModel(block_buf);
+ type.FillEntityMesh(block_buf);
block.Update(block_buf);
block_label.Set(env.assets.small_ui_font, type.label);
}
-InteractiveManipulator::InteractiveManipulator(Environment &env, Entity &player)
+InteractiveManipulator::InteractiveManipulator(Audio &audio, const SoundBank &sounds, Entity &player)
: player(player)
-, audio(env.audio)
-, place_sound(env.loader.LoadSound("thump"))
-, remove_sound(env.loader.LoadSound("plop")) {
+, audio(audio)
+, sounds(sounds) {
}
void InteractiveManipulator::SetBlock(Chunk &chunk, int index, const Block &block) {
+ const BlockType &old_type = chunk.Type(index);
chunk.SetBlock(index, block);
+ const BlockType &new_type = chunk.Type(index);
glm::vec3 coords = chunk.ToSceneCoords(player.ChunkCoords(), Chunk::ToCoords(index));
- // TODO: get sound effect from block type
- if (block.type == 0) {
- audio.Play(remove_sound, coords);
+ if (new_type.id == 0) {
+ if (old_type.remove_sound >= 0) {
+ audio.Play(sounds[old_type.remove_sound], coords);
+ }
} else {
- audio.Play(place_sound, coords);
+ if (new_type.place_sound >= 0) {
+ audio.Play(sounds[new_type.place_sound], coords);
+ }
}
}