TurnBlock();
break;
+ case SDLK_n:
+ ToggleCollision();
+ break;
+
case SDLK_b:
PrintBlockInfo();
break;
hud.Display(selection);
}
+void Interface::ToggleCollision() {
+ ctrl.Controlled().WorldCollidable(!ctrl.Controlled().WorldCollidable());
+ std::cout << "collision " << (ctrl.Controlled().WorldCollidable() ? "on" : "off") << std::endl;
+}
+
void Interface::PrintBlockInfo() {
std::cout << std::endl;
if (!aim_chunk) {
void Interface::CheckAim() {
float dist;
- if (world.Intersection(aim, glm::mat4(1.0f), &aim_chunk, &aim_block, &dist, &aim_normal)) {
+ if (world.Intersection(aim, glm::mat4(1.0f), aim_chunk, aim_block, dist, aim_normal)) {
outline.Clear();
aim_chunk->Type(aim_chunk->BlockAt(aim_block)).FillOutlineModel(outline);
outline_transform = glm::scale(glm::vec3(1.0002f));