]> git.localhorst.tv Git - blank.git/blobdiff - src/ui/ui.cpp
glm backwards compatibility
[blank.git] / src / ui / ui.cpp
index 2d3b4679552045ad557e1b62fa978046619bc36f..5ff408be5fddc4f615eb2122230603b6b8cc6516 100644 (file)
@@ -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);