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style: unify naming conventions across the project
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@@ -1,5 +1,3 @@
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#include <memory>
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#include <optional>
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#include <Cubed/camera.hpp>
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#include <Cubed/gameplay/player.hpp>
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#include <Cubed/tools/cubed_assert.hpp>
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@@ -8,35 +6,35 @@ Camera::Camera() {
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}
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void Camera::updateMoveCamera() {
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void Camera::update_move_camera() {
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CUBED_ASSERT_MSG(m_player, "nullptr");
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auto pos = m_player->getPlayerPos();
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m_cameraPos = glm::vec3(pos.x, pos.y + 1, pos.z);
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auto pos = m_player->get_player_pos();
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m_camera_pos = glm::vec3(pos.x, pos.y + 1, pos.z);
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}
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void Camera::cameraInit(Player* _player) {
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m_cameraPos = glm::vec3(0.0f, 2.0f, 0.0f);
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m_player = _player;
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void Camera::camera_init(Player* player) {
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m_camera_pos = glm::vec3(0.0f, 2.0f, 0.0f);
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m_player = player;
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}
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void Camera::updateCursorPositionCamera(double xpos, double ypos) {
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if (m_firseMouse) {
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m_lastMouseX = xpos;
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m_lastMouseY = ypos;
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m_firseMouse = false;
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void Camera::update_cursor_position_camera(double xpos, double ypos) {
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if (m_firse_mouse) {
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m_last_mouse_x = xpos;
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m_last_mouse_y = ypos;
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m_firse_mouse = false;
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}
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float offsetX = xpos - m_lastMouseX;
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float offsetY = m_lastMouseY - ypos;
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float offset_x = xpos - m_last_mouse_x;
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float offset_y = m_last_mouse_y - ypos;
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m_lastMouseX = xpos;
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m_lastMouseY = 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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m_player->updateFrontVec(offsetX, offsetY);
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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::getCameraLookAt() const{
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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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return glm::lookAt(m_cameraPos, m_cameraPos + m_player->getFront(), glm::vec3(0.0f, 1.0f, 0.0f));
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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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