]> git.localhorst.tv Git - blank.git/blobdiff - src/interface.cpp
fix dec/rad error in camera FOV
[blank.git] / src / interface.cpp
index c0bfc02ce82c24f3bf23f2f976c4213a60ee5942..e4888c5b5f35d1ee3f15a1b9d0f96190ec34b336 100644 (file)
@@ -4,7 +4,6 @@
 #include "world.hpp"
 
 #include <iostream>
-#include <glm/glm.hpp>
 #include <glm/gtc/matrix_transform.hpp>
 #include <glm/gtx/io.hpp>
 
@@ -23,12 +22,8 @@ Interface::Interface(const Config &config, World &world)
 , config(config)
 , remove(0)
 , selection(1)
-, front(false)
-, back(false)
-, left(false)
-, right(false)
-, up(false)
-, down(false) {
+, fwd(0)
+, rev(0) {
        hud.Viewport(960, 600);
        hud.Display(selection);
 }
@@ -39,22 +34,22 @@ void Interface::Handle(const SDL_KeyboardEvent &event) {
 
        switch (event.keysym.sym) {
                case SDLK_w:
-                       front = event.state == SDL_PRESSED;
+                       rev.z = event.state == SDL_PRESSED;
                        break;
                case SDLK_s:
-                       back = event.state == SDL_PRESSED;
+                       fwd.z = event.state == SDL_PRESSED;
                        break;
                case SDLK_a:
-                       left = event.state == SDL_PRESSED;
+                       rev.x = event.state == SDL_PRESSED;
                        break;
                case SDLK_d:
-                       right = event.state == SDL_PRESSED;
+                       fwd.x = event.state == SDL_PRESSED;
                        break;
                case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
+                       fwd.y = event.state == SDL_PRESSED;
                        break;
                case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
+                       rev.y = event.state == SDL_PRESSED;
                        break;
 
                case SDLK_q:
@@ -73,6 +68,11 @@ void Interface::Handle(const SDL_KeyboardEvent &event) {
                                PrintBlockInfo();
                        }
                        break;
+               case SDLK_c:
+                       if (event.state == SDL_PRESSED) {
+                               PrintChunkInfo();
+                       }
+                       break;
                case SDLK_l:
                        if (event.state == SDL_PRESSED) {
                                PrintLightInfo();
@@ -100,6 +100,8 @@ void Interface::PrintBlockInfo() {
        std::cout << std::endl;
        if (!aim_chunk) {
                std::cout << "not looking at any block" << std::endl;
+               Ray aim = ctrl.Aim();
+               std::cout << "aim ray: " << aim.orig << ", " << aim.dir << std::endl;
                return;
        }
        std::cout << "looking at block " << aim_block
@@ -109,6 +111,38 @@ void Interface::PrintBlockInfo() {
        Print(aim_chunk->BlockAt(aim_block));
 }
 
+void Interface::PrintChunkInfo() {
+       std::cout << std::endl;
+       if (!aim_chunk) {
+               std::cout << "not looking at any block" << std::endl;
+               return;
+       }
+       std::cout << "looking at chunk "
+               << aim_chunk->Position()
+               << std::endl;
+
+       std::cout << "  neighbors:" << std::endl;
+       if (aim_chunk->HasNeighbor(Block::FACE_LEFT)) {
+               std::cout << " left  " << aim_chunk->GetNeighbor(Block::FACE_LEFT).Position() << std::endl;
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_RIGHT)) {
+               std::cout << " right " << aim_chunk->GetNeighbor(Block::FACE_RIGHT).Position() << std::endl;
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_UP)) {
+               std::cout << " up    " << aim_chunk->GetNeighbor(Block::FACE_UP).Position() << std::endl;
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_DOWN)) {
+               std::cout << " down  " << aim_chunk->GetNeighbor(Block::FACE_DOWN).Position() << std::endl;
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_FRONT)) {
+               std::cout << " front " << aim_chunk->GetNeighbor(Block::FACE_FRONT).Position() << std::endl;
+       }
+       if (aim_chunk->HasNeighbor(Block::FACE_BACK)) {
+               std::cout << " back  " << aim_chunk->GetNeighbor(Block::FACE_BACK).Position() << std::endl;
+       }
+       std::cout << std::endl;
+}
+
 void Interface::PrintLightInfo() {
        std::cout
                << "light level " << world.PlayerChunk().GetLight(world.Player().Position())
@@ -208,23 +242,7 @@ void Interface::Handle(const SDL_WindowEvent &event) {
 
 
 void Interface::Update(int dt) {
-       glm::vec3 vel;
-       if (right && !left) {
-               vel.x = config.move_velocity;
-       } else if (left && !right) {
-               vel.x = -config.move_velocity;
-       }
-       if (up && !down) {
-               vel.y = config.move_velocity;
-       } else if (down && !up) {
-               vel.y = -config.move_velocity;
-       }
-       if (back && !front) {
-               vel.z = config.move_velocity;
-       } else if (front && !back) {
-               vel.z = -config.move_velocity;
-       }
-       ctrl.Velocity(vel);
+       ctrl.Velocity(glm::vec3(fwd - rev) * config.move_velocity);
        ctrl.Update(dt);
 
        Ray aim = ctrl.Aim();