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feat: smooth camera movement
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@@ -2,10 +2,6 @@
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#include <Cubed/gameplay/player.hpp>
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static constexpr float UPDATE_TIME = 0.005f;
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static float current_time = 0.0f;
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Player::Player() {
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}
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@@ -32,29 +28,25 @@ void Player::set_player_pos(const glm::vec3& pos) {
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void Player::update(float delta_time) {
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current_time += delta_time;
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if (current_time < UPDATE_TIME) {
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return;
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}
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current_time = 0.0f;
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m_right = glm::normalize(glm::cross(m_front, glm::vec3(0.0f, 1.0f, 0.0f)));
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float speed = m_speed * delta_time;
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if (m_move_state.forward) {
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m_player_pos += glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed;
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m_player_pos += glm::vec3(m_front.x, 0.0f, m_front.z) * speed;
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}
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if (m_move_state.back) {
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m_player_pos -= glm::vec3(m_front.x, 0.0f, m_front.z) * m_speed;
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m_player_pos -= glm::vec3(m_front.x, 0.0f, m_front.z) * speed;
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}
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if (m_move_state.left) {
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m_player_pos -= glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed;
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m_player_pos -= glm::vec3(m_right.x, 0.0f, m_right.z) * speed;
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}
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if (m_move_state.right) {
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m_player_pos += glm::vec3(m_right.x, 0.0f, m_right.z) * m_speed;
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m_player_pos += glm::vec3(m_right.x, 0.0f, m_right.z) * speed;
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}
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if (m_move_state.up) {
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m_player_pos += glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;
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m_player_pos += glm::vec3(0.0f, 1.0f, 0.0f) * speed;
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}
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if (m_move_state.down) {
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m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * m_speed;
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m_player_pos -= glm::vec3(0.0f, 1.0f, 0.0f) * speed;
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}
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}
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