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https://github.com/zhenyan121/Cubed.git
synced 2026-08-09 02:07:04 +08:00
refactor(gameplay): replace entt components with SparseVector for player data
Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
This commit is contained in:
@@ -96,6 +96,5 @@ target_sources(${PROJECT_NAME}
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render/model_manager.cpp
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render/model_renderer.cpp
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gameplay/chunk.cpp
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gameplay/move_system.cpp
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gameplay/hitbox_manager.cpp
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)
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@@ -295,13 +295,11 @@ void ClientWorld::report_block_change(const glm::ivec3& pos,
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unsigned id) const {
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if (id != 0) {
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AABB block_box = get_block_aabb(pos);
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std::shared_lock lock(m_registry_mutex);
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std::shared_lock lock(m_players_date_mutex);
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for (auto& [key, player] : m_player_entities) {
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auto [transform, entity_info] =
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m_registry.get<Transform, EntityInfo>(player);
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for (const auto& player : m_players_data) {
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AABB box = ClientPlayer::get_aabb(transform.pos);
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AABB box = ClientPlayer::get_aabb(player.pos.value);
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if (box.intersects(block_box)) {
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return;
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}
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@@ -333,22 +331,31 @@ void ClientWorld::receive_remote_player(const PlayerInfoRsp& rsp) {
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auto pitch = rsp.pitch();
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auto yaw = rsp.yaw();
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{
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std::lock_guard lock(m_registry_mutex);
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std::lock_guard lock(m_players_date_mutex);
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glm::vec3 pos{rsp.pos().x(), rsp.pos().y(), rsp.pos().z()};
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auto it = m_player_entities.find(rsp.uuid());
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if (it == m_player_entities.end()) {
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auto entity =
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create_entity(EntityInfo{rsp.name(), rsp.uuid()},
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Transform{pos, pos, get_gait_from_id(rsp.gait())},
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ViewAngles{yaw, yaw, pitch, pitch});
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m_player_entities.try_emplace(rsp.uuid(), entity);
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auto it = m_players_handle.find(rsp.uuid());
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if (it == m_players_handle.end()) {
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PlayerData data{};
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data.entity.name = rsp.name();
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data.entity.uuid = rsp.uuid();
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data.angle.pitch = pitch;
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data.angle.yaw = yaw;
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data.render_angle.pitch = pitch;
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data.render_angle.yaw = yaw;
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data.pos.value = pos;
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data.render_pos.value = pos;
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data.walk.gait = get_gait_from_id(rsp.gait());
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auto handle = m_players_data.emplace(std::move(data));
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m_players_handle.try_emplace(rsp.uuid(), handle);
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} else {
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auto& transform = m_registry.get<Transform>(it->second);
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transform.pos = pos;
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transform.gait = get_gait_from_id(rsp.gait());
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auto& view_angles = m_registry.get<ViewAngles>(it->second);
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view_angles.yaw = yaw;
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view_angles.pitch = pitch;
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auto it = m_players_handle.find(rsp.uuid());
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if (it != m_players_handle.end()) {
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auto& data = m_players_data[it->second];
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data.pos.value = pos;
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data.walk.gait = get_gait_from_id(rsp.gait());
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data.angle.yaw = yaw;
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data.angle.pitch = pitch;
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}
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}
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// Logger::info("Player {} pos Update", rsp.name());
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}
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@@ -364,13 +371,13 @@ void ClientWorld::receive_player_logout(const LogoutRsp& rsp) {
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return;
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}
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{
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std::lock_guard lock(m_registry_mutex);
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auto it = m_player_entities.find(rsp.uuid());
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if (it == m_player_entities.end()) {
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std::lock_guard lock(m_players_date_mutex);
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auto it = m_players_handle.find(rsp.uuid());
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if (it == m_players_handle.end()) {
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Logger::warn("Player {} not find", rsp.uuid());
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} else {
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m_registry.destroy(it->second);
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m_player_entities.erase(rsp.uuid());
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m_players_data.erase(it->second);
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m_players_handle.erase(it);
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Logger::info("Player {} erase", rsp.uuid());
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}
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}
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@@ -480,8 +487,6 @@ void ClientWorld::init(std::string_view player_name,
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Logger::info("Send Login Request");
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m_client->send(make_packet(req), 0);
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m_audio.play_bgm();
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create_entity(Transform{glm::vec3{0.0f, 100.0f, 0.0f}},
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Model{"model/creature/pig.glb"});
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}
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void ClientWorld::receive_login_rsp(LoginRsp& rsp) {
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@@ -876,43 +881,43 @@ void ClientWorld::update(float delta_time) {
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void ClientWorld::update_players(float dt) {
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auto update_renderinfo = [this, dt](entt::entity player) {
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auto& transform = m_registry.get<Transform>(player);
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transform.render_pos =
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glm::mix(transform.render_pos, transform.pos, 0.15f);
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if (Math::distance2(transform.render_pos, m_player.get_player_pos()) >
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auto update_renderinfo = [this, dt](PlayerData& player) {
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player.render_pos.value =
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glm::mix(player.render_pos.value, player.pos.value, 0.15f);
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if (Math::distance2(player.render_pos.value,
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m_player.get_player_pos()) >
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m_rendering_distance * CHUNK_SIZE * m_rendering_distance *
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CHUNK_SIZE) {
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return;
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}
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auto& view_angles = m_registry.get<ViewAngles>(player);
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view_angles.render_yaw =
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glm::mix(view_angles.render_yaw, view_angles.yaw, 0.15);
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view_angles.render_pitch =
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glm::mix(view_angles.render_pitch, view_angles.pitch, 0.15);
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player.render_angle.yaw =
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glm::mix(player.render_angle.yaw, player.angle.yaw, 0.15);
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player.render_angle.pitch =
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glm::mix(player.render_angle.pitch, player.angle.pitch, 0.15);
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if (transform.gait == Gait::WALK || transform.gait == Gait::RUN) {
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if (player.walk.gait == Gait::WALK || player.walk.gait == Gait::RUN) {
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transform.walk_time += dt;
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player.walk.walk_time += dt;
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float speed = transform.gait == Gait::RUN ? 14.0f : 8.0f;
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float amp = transform.gait == Gait::RUN ? 50.0f : 35.0f;
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float speed = player.walk.gait == Gait::RUN ? 14.0f : 8.0f;
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float amp = player.walk.gait == Gait::RUN ? 50.0f : 35.0f;
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// float amp = 90.0f;
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view_angles.angle =
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glm::sin(transform.walk_time * speed) * glm::radians(amp);
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} else if (transform.gait == Gait::STOP) {
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player.render_angle.roll =
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glm::sin(player.walk.walk_time * speed) * glm::radians(amp);
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} else if (player.walk.gait == Gait::STOP) {
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float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
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view_angles.angle = glm::mix(view_angles.angle, 0.0f, t);
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player.render_angle.roll =
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glm::mix(player.render_angle.roll, 0.0f, t);
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}
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// walking sound
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if (transform.gait == Gait::STOP) {
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transform.moving_time = 0.0f;
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if (player.walk.gait == Gait::STOP) {
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player.walk.moving_time = 0.0f;
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} else {
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transform.moving_time += dt;
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player.walk.moving_time += dt;
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}
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auto play_walk_sound = [&]() {
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glm::ivec3 block = glm::floor(transform.render_pos);
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glm::ivec3 block = glm::floor(player.render_pos.value);
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block.y -= 1;
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BlockType id = get_block_tpye(block);
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if (id == 0) {
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@@ -920,31 +925,32 @@ void ClientWorld::update_players(float dt) {
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}
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std::string name = BlockManager::name_form_id(id);
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std::string sound = "block/" + name + "/walk.ogg";
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m_audio.play_3d(sound, transform.render_pos);
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m_audio.play_3d(sound, player.render_pos.value);
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};
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if (transform.gait == Gait::WALK) {
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if (transform.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
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transform.moving_time = 0.0f;
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if (player.walk.gait == Gait::WALK) {
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if (player.walk.moving_time >= ClientPlayer::WALK_SOUND_INTERVAL) {
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player.walk.moving_time = 0.0f;
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play_walk_sound();
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}
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}
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if (transform.gait == Gait::RUN) {
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if (transform.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
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transform.moving_time = 0.0f;
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if (player.walk.gait == Gait::RUN) {
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if (player.walk.moving_time >= ClientPlayer::RUN_SOUND_INTERVAL) {
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player.walk.moving_time = 0.0f;
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play_walk_sound();
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}
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}
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auto& player_info = m_registry.get<EntityInfo>(player);
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m_render_player_data.emplace_back(
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player_info.name, player_info.uuid, transform.render_pos,
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view_angles.render_yaw, view_angles.render_pitch, transform.gait,
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view_angles.angle);
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PlayerRenderData render_data;
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render_data.render_pos = player.render_pos;
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render_data.angle = player.render_angle;
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render_data.gait = player.walk.gait;
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render_data.info = player.entity;
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m_render_player_data.emplace_back(std::move(render_data));
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};
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{
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std::lock_guard lock(m_registry_mutex);
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std::lock_guard lock(m_players_date_mutex);
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for (auto& [_, player] : m_player_entities) {
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for (auto& player : m_players_data) {
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update_renderinfo(player);
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}
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{
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@@ -963,11 +969,15 @@ void ClientWorld::update_players(float dt) {
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float t = glm::clamp(dt * 10.0f, 0.0f, 1.0f);
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angle = glm::mix(angle, 0.0f, t);
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}
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m_render_player_data.emplace_back(
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m_player.get_name(), m_player.get_uuid(),
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m_player.get_player_pos(), m_player.yaw(), m_player.pitch(),
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m_player.get_gait(), m_player.angle());
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PlayerRenderData render_data{};
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render_data.render_pos.value = m_player.get_player_pos();
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render_data.angle.yaw = m_player.yaw();
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render_data.angle.pitch = m_player.pitch();
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render_data.angle.roll = angle;
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render_data.gait = m_player.get_gait();
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render_data.info.name = m_player.get_name();
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render_data.info.uuid = m_player.get_uuid();
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m_render_player_data.emplace_back(std::move(render_data));
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}
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}
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}
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@@ -189,7 +189,8 @@ void PlayerRenderer::init() {
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m_inited = true;
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}
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void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
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void PlayerRenderer::render(const Shader& shader, ClientWorld& world,
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bool shadow_render) {
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if (!m_inited) {
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Logger::error("Player Renderer isn't init");
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return;
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@@ -205,7 +206,7 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
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for (auto& player : players) {
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if (player.uuid == m_player.get_uuid()) {
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if (player.info.uuid == m_player.get_uuid()) {
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if (camera.is_first_person()) {
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continue;
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}
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@@ -213,14 +214,14 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
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glm::mat4 model(1.0f);
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model = glm::translate(model, player.render_pos);
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model = glm::translate(model, player.render_pos.value);
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// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
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// glm::rotate(..., +yaw, Y) follows the OpenGL right‑handed coordinate
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// system, where a positive angle means counter‑clockwise rotation.
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// Therefore the model must use -yaw to align with the direction of
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// m_front.
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model = glm::rotate(model, glm::radians(-player.yaw + 180.0f),
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model = glm::rotate(model, glm::radians(-player.angle.yaw + 180.0f),
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glm::vec3(0, 1, 0));
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model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
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@@ -234,99 +235,16 @@ void PlayerRenderer::render(const Shader& shader, ClientWorld& world) {
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return mat;
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};
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for (int i = 0; i < BODY_PART_NUM; i++) {
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switch (i) {
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case 0: {
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glm::mat4 head_model = model;
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head_model = glm::translate(head_model, HEAD_PIVOT);
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head_model =
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glm::rotate(head_model, glm::radians(-player.pitch),
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glm::vec3(1, 0, 0));
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head_model = glm::translate(head_model, -HEAD_PIVOT);
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glm::mat4 head_mv = m_v_mat * head_model;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(head_mv)));
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shader.set_loc("modelMatrix", head_model);
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shader.set_loc("mv_matrix", head_mv);
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} break;
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case 1: {
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glm::mat4 mv_mat = m_v_mat * model;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(mv_mat)));
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shader.set_loc("modelMatrix", model);
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shader.set_loc("mv_matrix", mv_mat);
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} break;
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case 2: { // left arm
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glm::mat4 model_mat =
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make_rotated(LEFT_ARM_PIVOT, player.angle);
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glm::mat4 mv_mat = m_v_mat * model_mat;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(mv_mat)));
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shader.set_loc("modelMatrix", model_mat);
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shader.set_loc("mv_matrix", mv_mat);
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} break;
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case 3: { // right arm
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glm::mat4 model_mat =
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make_rotated(RIGHT_ARM_PIVOT, -player.angle);
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glm::mat4 mv_mat = m_v_mat * model_mat;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(mv_mat)));
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shader.set_loc("modelMatrix", model_mat);
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shader.set_loc("mv_matrix", mv_mat);
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} break;
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case 4: { // left leg
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glm::mat4 model_mat =
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make_rotated(LEFT_LEG_PIVOT, -player.angle);
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glm::mat4 mv_mat = m_v_mat * model_mat;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(mv_mat)));
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shader.set_loc("modelMatrix", model_mat);
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shader.set_loc("mv_matrix", mv_mat);
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} break;
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case 5: { // right leg
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glm::mat4 model_mat =
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make_rotated(RIGHT_LEG_PIVOT, player.angle);
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auto set_loc = [&](glm::mat4& model_matrix) {
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if (!shadow_render) {
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glm::mat4 model_view = m_v_mat * model_matrix;
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glm::mat4 mv_mat = m_v_mat * model_mat;
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shader.set_loc("norm_matrix",
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glm::transpose(glm::inverse(mv_mat)));
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shader.set_loc("modelMatrix", model_mat);
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shader.set_loc("mv_matrix", mv_mat);
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} break;
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glm::transpose(glm::inverse(model_view)));
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shader.set_loc("mv_matrix", model_view);
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}
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glBindVertexArray(m_vao[i]);
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glEnable(GL_DEPTH_TEST);
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glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());
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}
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}
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}
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void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
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if (!m_inited) {
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Logger::error("Player Renderer isn't init");
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return;
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}
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auto& players = world.render_player_data();
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for (auto& player : players) {
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glm::mat4 model(1.0f);
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model = glm::translate(model, player.render_pos);
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// model = glm::translate(model, glm::vec3(0.5f, 0.0f, 0.5f));
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model = glm::rotate(model, glm::radians(-player.yaw + 180.0f),
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glm::vec3(0, 1, 0));
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model = glm::translate(model, glm::vec3(-0.5f, 0.0f, -0.5f));
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auto make_rotated = [&](glm::vec3 pivot, float angle) {
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glm::mat4 mat = model;
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mat = glm::translate(mat, pivot);
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mat = glm::rotate(mat, angle, glm::vec3(1, 0, 0));
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mat = glm::translate(mat, -pivot);
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return mat;
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shader.set_loc("modelMatrix", model_matrix);
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};
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for (int i = 0; i < BODY_PART_NUM; i++) {
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@@ -335,33 +253,37 @@ void PlayerRenderer::shadow_render(const Shader& shader, ClientWorld& world) {
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glm::mat4 head_model = model;
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head_model = glm::translate(head_model, HEAD_PIVOT);
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head_model =
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glm::rotate(head_model, glm::radians(-player.pitch),
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glm::rotate(head_model, glm::radians(-player.angle.pitch),
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glm::vec3(1, 0, 0));
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head_model = glm::translate(head_model, -HEAD_PIVOT);
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shader.set_loc("modelMatrix", head_model);
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set_loc(head_model);
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} break;
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case 1: {
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shader.set_loc("modelMatrix", model);
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||||
set_loc(model);
|
||||
} break;
|
||||
case 2: { // left arm
|
||||
shader.set_loc("modelMatrix",
|
||||
make_rotated(LEFT_ARM_PIVOT, player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(LEFT_ARM_PIVOT, player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 3: { // right arm
|
||||
shader.set_loc("modelMatrix",
|
||||
make_rotated(RIGHT_ARM_PIVOT, -player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(RIGHT_ARM_PIVOT, -player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 4: { // left leg
|
||||
shader.set_loc("modelMatrix",
|
||||
|
||||
make_rotated(LEFT_LEG_PIVOT, -player.angle));
|
||||
glm::mat4 matrix =
|
||||
make_rotated(LEFT_LEG_PIVOT, -player.angle.roll);
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
case 5: { // right leg
|
||||
shader.set_loc("modelMatrix",
|
||||
glm::mat4 matrix =
|
||||
make_rotated(RIGHT_LEG_PIVOT, player.angle.roll);
|
||||
|
||||
make_rotated(RIGHT_LEG_PIVOT, player.angle));
|
||||
set_loc(matrix);
|
||||
} break;
|
||||
}
|
||||
|
||||
glBindVertexArray(m_vao[i]);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDrawArrays(GL_TRIANGLES, 0, m_vertices[i].size());
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
#include "Cubed/camera.hpp"
|
||||
#include "Cubed/debug_collector.hpp"
|
||||
#include "Cubed/gameplay/client_world.hpp"
|
||||
#include "Cubed/gameplay/entity.hpp"
|
||||
#include "Cubed/render/renderer.hpp"
|
||||
#include "Cubed/render/renderer_constants.hpp"
|
||||
#include "Cubed/scene/world_scene.hpp"
|
||||
@@ -292,17 +291,18 @@ void WorldRenderer::render_outline(ClientWorld& world) {
|
||||
|
||||
void WorldRenderer::shadow_entity(ClientWorld& world,
|
||||
const glm::mat4& light_matrix) {
|
||||
auto& registry = world.get_registry();
|
||||
auto view = registry.view<Transform, Model>();
|
||||
auto& shader = m_renderer.get_shader("depth_model");
|
||||
shader.use();
|
||||
shader.set_loc("lightSpaceMatrix", light_matrix);
|
||||
for (auto entity : view) {
|
||||
auto [transform, model] = view.get<Transform, Model>(entity);
|
||||
m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
|
||||
world.world_scene().camera());
|
||||
}
|
||||
m_player_renderer.shadow_render(shader, world);
|
||||
/*
|
||||
auto& registry = world.get_registry();
|
||||
auto view = registry.view<Transform, Model>();
|
||||
for (auto entity : view) {
|
||||
auto [transform, model] = view.get<Transform, Model>(entity);
|
||||
m_renderer.model_renderer().shadow_pass(model.name, transform.pos,
|
||||
world.world_scene().camera());
|
||||
}*/
|
||||
m_player_renderer.render(shader, world, true);
|
||||
}
|
||||
|
||||
void WorldRenderer::shadow_map_generate(ClientWorld& world) {
|
||||
@@ -714,15 +714,17 @@ void WorldRenderer::render_entity(ClientWorld& world) {
|
||||
m_depth_map_texture->bind(0);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
auto& registry = world.get_registry();
|
||||
/*
|
||||
auto& registry = world.get_registry();
|
||||
auto view = registry.view<Transform, Model>();
|
||||
for (auto entity : view) {
|
||||
auto [transform, model] = view.get<Transform, Model>(entity);
|
||||
m_renderer.model_renderer().render_model(model.name, transform.pos,
|
||||
world.world_scene().camera());
|
||||
}
|
||||
*/
|
||||
|
||||
m_player_renderer.render(shader, world);
|
||||
m_player_renderer.render(shader, world, false);
|
||||
}
|
||||
|
||||
glm::vec3 WorldRenderer::quantize_sun_direction(const glm::vec3& lightdir,
|
||||
|
||||
Reference in New Issue
Block a user