refactor: warp everything in Cubed namespace

This commit is contained in:
2026-04-20 22:18:02 +08:00
parent 6c74f4582c
commit c2321a0a6e
49 changed files with 288 additions and 66 deletions

View File

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