X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fui%2Fui.cpp;h=5ff408be5fddc4f615eb2122230603b6b8cc6516;hb=dcd54cacda98c2c0f7cf0c7a9131fb858d8ee10a;hp=2d3b4679552045ad557e1b62fa978046619bc36f;hpb=efc3c1ba52cbe0fc9a4010c37c2d7c7020a0b481;p=blank.git diff --git a/src/ui/ui.cpp b/src/ui/ui.cpp index 2d3b467..5ff408b 100644 --- a/src/ui/ui.cpp +++ b/src/ui/ui.cpp @@ -54,8 +54,8 @@ 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 +108,8 @@ 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); @@ -221,7 +221,7 @@ void DirectInput::PlaceBlock() { // 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);