#include "../graphics/Viewport.hpp"
#include "../io/TokenStreamReader.hpp"
#include "../model/bounds.hpp"
-#include "../net/ConnectionHandler.hpp"
+#include "../net/CongestionControl.hpp"
#include "../world/BlockLookup.hpp"
#include "../world/World.hpp"
#include "../world/WorldManipulator.hpp"
}
glm::vec3 PlayerController::ControlForce(const Entity &e, const EntityState &s) const {
- return TargetVelocity(rotateY(move_dir * e.MaxVelocity(), s.yaw), s, 5.0f);
+ if (!iszero(move_dir)) {
+ // scale input by max velocity, apply yaw, and transform to world space
+ return TargetVelocity(glm::vec3(glm::vec4(rotateY(move_dir * e.MaxVelocity(), s.yaw), 0.0f) * transpose(e.Transform())), s, 5.0f);
+ } else {
+ // target velocity of 0 is the same as halt
+ return Halt(s, 5.0f);
+ }
}
void PlayerController::TurnHead(float dp, float dy) noexcept {
}
-void HUD::UpdateNetStats(const ConnectionHandler &conn) {
+void HUD::UpdateNetStats(const CongestionControl &stat) {
+ if (!config.video.debug) return;
+
std::stringstream s;
s << std::fixed << std::setprecision(1)
- << "TX: " << conn.Upstream()
- << "KB/s, RX: " << conn.Downstream() << "KB/s";
+ << "TX: " << stat.Upstream()
+ << "KB/s, RX: " << stat.Downstream() << "KB/s";
bandwidth_text.Set(env.assets.small_ui_font, s.str());
s.str("");
- s << "RTT: " << conn.RoundTripTime() << "ms";
+ s << "RTT: " << stat.RoundTripTime() << "ms";
rtt_text.Set(env.assets.small_ui_font, s.str());
s.str("");
- s << "Packet loss: " << (conn.PacketLoss() * 100.0f) << "%";
+ s << "Packet loss: " << (stat.PacketLoss() * 100.0f) << "%";
packet_loss_text.Set(env.assets.small_ui_font, s.str());
show_net = true;
if (block_visible) {
DirectionalLighting &world_prog = viewport.HUDProgram();
world_prog.SetLightDirection({ 1.0f, 3.0f, 5.0f });
+ world_prog.SetLightColor({ 1.0f, 1.0f, 1.0f });
+ world_prog.SetAmbientColor({ 0.1f, 0.1f, 0.1f });
// disable distance fog
world_prog.SetFogDensity(0.0f);
, client_ctrl(cc)
, fwd(0)
, rev(0)
-, slot(0)
, num_slots(10)
, locked(false) {
}
void Interface::InvAbs(int s) {
- slot = s % num_slots;
+ int slot = s % num_slots;
while (slot < 0) {
slot += num_slots;
}
}
void Interface::InvRel(int delta) {
- InvAbs(slot + delta);
+ InvAbs(player_ctrl.GetPlayer().GetInventorySlot() + delta);
}