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https://github.com/zhenyan121/Cubed.git
synced 2026-04-10 06:14:07 +08:00
style: unify naming conventions across the project
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@@ -12,23 +12,23 @@ class Player;
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class Camera {
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private:
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bool m_firseMouse = true;
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bool m_firse_mouse = true;
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Player* m_player;
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float m_lastMouseX, m_lastMouseY;
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glm::vec3 m_cameraPos;
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float m_last_mouse_x, m_last_mouse_y;
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glm::vec3 m_camera_pos;
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public:
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Camera();
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void updateMoveCamera();
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void update_move_camera();
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void cameraInit(Player* player);
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void camera_init(Player* player);
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void updateCursorPositionCamera(double xpos, double ypos);
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void update_cursor_position_camera(double xpos, double ypos);
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const glm::mat4 getCameraLookAt() const;
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const glm::mat4 get_camera_lookat() const;
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};
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@@ -15,7 +15,7 @@ struct MoveState {
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class Player {
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private:
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bool** m_blockPresent;
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bool** m_block_present;
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float m_yaw;
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float m_pitch;
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@@ -24,23 +24,23 @@ private:
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float m_speed = 0.1f;
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// player is tow block tall, the pos is the lower pos
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glm::vec3 m_playerPos = glm::vec3(0.0f, 5.0f, 0.0f);
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glm::vec3 m_player_pos = glm::vec3(0.0f, 5.0f, 0.0f);
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glm::vec3 m_front = glm::vec3(0, 0, -1);
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glm::vec3 m_right;
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MoveState m_moveState;
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MoveState m_move_state;
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public:
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Player();
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const glm::vec3& getFront() const;
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const glm::vec3& getPlayerPos() const;
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const MoveState& getMoveState() const;
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const glm::vec3& get_front() const;
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const glm::vec3& get_player_pos() const;
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const MoveState& get_move_state() const;
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void init(bool** blockPresent);
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void setPlayerPos(const glm::vec3& pos);
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void update(float deltaTime);
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void updateFrontVec(float offsetX, float offsetY);
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void updatePlayerMoveState(int key, int action);
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void init(bool** block_present);
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void set_player_pos(const glm::vec3& pos);
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void update(float delta_time);
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void update_front_vec(float offset_x, float offset_y);
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void update_player_move_state(int key, int action);
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};
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@@ -1,14 +1,12 @@
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#pragma once
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#include <glad/glad.h>
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#include <iostream>
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#include <cstdlib>
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#include <fstream>
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#include <string>
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#include <SOIL2.h>
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#include <string>
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void printShaderLog(GLuint shader);
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void printProgramInfo(int prog);
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bool checkOpenGLError();
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std::string readShaderSource(const char* filePath);
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GLuint loadTexture(const char* texImagePath);
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void print_shader_log(GLuint shader);
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void print_program_info(int prog);
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bool check_opengl_error();
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std::string read_shader_source(const char* file_path);
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GLuint load_texture(const char* tex_image_path);
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