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refactor: warp everything in Cubed namespace
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@@ -2,12 +2,15 @@
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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namespace Cubed {
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Camera::Camera() {
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}
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void Camera::update_move_camera() {
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CUBED_ASSERT_MSG(m_player, "nullptr");
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ASSERT_MSG(m_player, "nullptr");
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auto pos = m_player->get_player_pos();
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// pos.y need to add 1.6f to center
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m_camera_pos = glm::vec3(pos.x, pos.y + 1.6f, pos.z);
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@@ -37,15 +40,18 @@ void Camera::update_cursor_position_camera(double xpos, double ypos) {
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m_last_mouse_x = xpos;
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m_last_mouse_y = ypos;
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CUBED_ASSERT_MSG(m_player, "nullptr");
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ASSERT_MSG(m_player, "nullptr");
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m_player->update_front_vec(offset_x, offset_y);
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}
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const glm::mat4 Camera::get_camera_lookat() const{
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CUBED_ASSERT_MSG(m_player, "nullptr");
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ASSERT_MSG(m_player, "nullptr");
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return glm::lookAt(m_camera_pos, m_camera_pos + m_player->get_front(), glm::vec3(0.0f, 1.0f, 0.0f));
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}
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const glm::vec3& Camera::get_camera_pos() const {
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return m_camera_pos;
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}
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}
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