]> git.localhorst.tv Git - blank.git/blobdiff - src/ui/ui.cpp
move common exceptions to app/error
[blank.git] / src / ui / ui.cpp
index 89c34109be2340b9214a6f3e8854cddb49672b06..2fffcbdec19d1a9b8a40639255d31921823c1066 100644 (file)
@@ -10,7 +10,6 @@
 #include "../app/Config.hpp"
 #include "../app/Environment.hpp"
 #include "../app/FrameCounter.hpp"
-#include "../app/init.hpp"
 #include "../audio/Audio.hpp"
 #include "../audio/SoundBank.hpp"
 #include "../geometry/distance.hpp"
@@ -54,8 +53,8 @@ PlayerController::~PlayerController() {
 }
 
 void PlayerController::SetMovement(const glm::vec3 &m) noexcept {
-       if (dot(m, m) > 1.0f) {
-               move_dir = normalize(m);
+       if (glm::dot(m, m) > 1.0f) {
+               move_dir = glm::normalize(m);
        } else {
                move_dir = m;
        }
@@ -108,8 +107,8 @@ void PlayerController::UpdatePlayer() noexcept {
                if (!iszero(move_dir)) {
                        // scale input by max velocity, apply yaw, and transform to world space
                        steering.SetTargetVelocity(glm::vec3(
-                               glm::vec4(rotateY(move_dir * entity.MaxVelocity(), entity.Yaw()), 0.0f)
-                               * transpose(entity.Transform())
+                               glm::vec4(glm::rotateY(move_dir * entity.MaxVelocity(), entity.Yaw()), 0.0f)
+                               * glm::transpose(entity.Transform())
                        ));
                        steering.Enable(Steering::TARGET_VELOCITY);
                        steering.Disable(Steering::HALT);
@@ -217,11 +216,11 @@ void DirectInput::PlaceBlock() {
        // when aligned with player's up (first mode, and currently the only one implemented)
        // project the player's view forward onto his entity's XZ plane and
        // use the closest cardinal direction it's pointing in
-       const glm::vec3 view_forward(-GetPlayer().GetEntity().ViewTransform(GetPlayer().GetEntity().ChunkCoords())[3]);
+       const glm::vec3 view_forward(-GetPlayer().GetEntity().ViewTransform(GetPlayer().GetEntity().ChunkCoords())[2]);
        // if view is straight up or down, this will be a null vector (NaN after normalization)
        // in that case maybe the model forward should be used?
        // the current implementation implicitly falls back to TURN_NONE which is -Z
-       const glm::vec3 local_forward(normalize(view_forward - proj(view_forward, player_up)));
+       const glm::vec3 local_forward(glm::normalize(view_forward - glm::proj(view_forward, player_up)));
        // FIXME: I suspect this only works when player_up is positive Y
        if (local_forward.x > 0.707f) {
                new_block.SetTurn(Block::TURN_RIGHT);