add drop test
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69ddcb7595
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@ -15,4 +15,5 @@ player.flight="key:f"
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player.attack="mouse:left"
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player.attack="mouse:left"
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player.build="mouse:right"
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player.build="mouse:right"
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player.pick="mouse:middle"
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player.pick="mouse:middle"
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player.drop="key:q"
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hud.inventory="key:tab"
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hud.inventory="key:tab"
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@ -36,7 +36,7 @@ vn 1.0000 0.0000 0.0000
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vn -0.0000 -0.0000 1.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -1.0000 -0.0000 -0.0000
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vn 0.0000 0.0000 -1.0000
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vn 0.0000 0.0000 -1.0000
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usemtl blocks/stone
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usemtl blocks/leaves
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s off
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s off
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f 1/1/1 2/2/1 3/3/1 4/4/1
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f 1/1/1 2/2/1 3/3/1 4/4/1
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f 5/5/2 8/6/2 7/7/2 6/8/2
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f 5/5/2 8/6/2 7/7/2 6/8/2
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@ -54,7 +54,7 @@ ModelBatch::~ModelBatch() {
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix, const glm::mat3& rotation) {
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glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
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glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
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glm::vec4 lights (
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glm::vec4 lights (
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Lightmap::extract(light, 0) / 15.0f,
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Lightmap::extract(light, 0) / 15.0f,
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Lightmap::extract(light, 1) / 15.0f,
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Lightmap::extract(light, 1) / 15.0f,
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@ -6,6 +6,7 @@
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#include "scripting/scripting.hpp"
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#include "scripting/scripting.hpp"
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#include "../objects/Player.hpp"
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#include "../objects/Player.hpp"
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#include "../objects/Entities.hpp"
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#include "../physics/PhysicsSolver.hpp"
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#include "../physics/PhysicsSolver.hpp"
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#include "../physics/Hitbox.hpp"
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#include "../physics/Hitbox.hpp"
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#include "../lighting/Lighting.hpp"
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#include "../lighting/Lighting.hpp"
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@ -246,6 +247,9 @@ void PlayerController::update(float delta, bool input, bool pause) {
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camControl.refresh();
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camControl.refresh();
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if (input) {
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if (input) {
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updateInteraction();
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updateInteraction();
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if (Events::jactive("player.drop")) {
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level->entities->drop(player->camera->position, player->camera->front*10.0f+player->hitbox->velocity);
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}
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} else {
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} else {
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player->selection.vox.id = BLOCK_VOID;
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player->selection.vox.id = BLOCK_VOID;
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player->selection.vox.state.rotation = 0;
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player->selection.vox.state.rotation = 0;
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@ -18,14 +18,17 @@ void Transform::refresh() {
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}
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}
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Entities::Entities(Level* level) : level(level) {
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Entities::Entities(Level* level) : level(level) {
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for (int i = 0; i < 1000; i++) {
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}
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auto entity = registry.create();
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glm::vec3 pos(0.5f+rand()%50, 100+i, 0.5f+rand()%50);
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void Entities::drop(glm::vec3 pos, glm::vec3 vel) {
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glm::vec3 size(1);
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auto entity = registry.create();
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registry.emplace<EntityId>(entity, 1);
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glm::vec3 size(1);
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registry.emplace<Transform>(entity, pos, size/4.0f, glm::mat3(1.0f));
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registry.emplace<EntityId>(entity, 1);
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registry.emplace<Hitbox>(entity, pos, size/2.0f);
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registry.emplace<Transform>(entity, pos, size/4.0f, glm::mat3(1.0f));
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}
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registry.emplace<Hitbox>(entity, pos, size/2.0f);
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auto& hitbox = registry.get<Hitbox>(entity);
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hitbox.velocity = vel;
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}
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}
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void Entities::updatePhysics(float delta){
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void Entities::updatePhysics(float delta){
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@ -41,6 +44,7 @@ void Entities::updatePhysics(float delta){
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1.0f,
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1.0f,
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true
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true
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);
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);
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hitbox.linear_damping = hitbox.grounded * 5;
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transform.pos = hitbox.position;
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transform.pos = hitbox.position;
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transform.rot = glm::rotate(glm::mat4(transform.rot), delta, glm::vec3(0, 1, 0));
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transform.rot = glm::rotate(glm::mat4(transform.rot), delta, glm::vec3(0, 1, 0));
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if (hitbox.grounded) {
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if (hitbox.grounded) {
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@ -53,6 +53,8 @@ public:
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Entities(Level* level);
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Entities(Level* level);
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void updatePhysics(float delta);
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void updatePhysics(float delta);
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void render(Assets* assets, ModelBatch& batch, Frustum& frustum);
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void render(Assets* assets, ModelBatch& batch, Frustum& frustum);
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void drop(glm::vec3 pos, glm::vec3 vel);
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};
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};
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#endif // OBJECTS_ENTITIES_HPP_
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#endif // OBJECTS_ENTITIES_HPP_
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