Separation of concerns
This commit is contained in:
parent
c39715b84c
commit
a2452e3cf6
@ -3,7 +3,7 @@ CXXFLAGS = -std=c++20 -Wall -Wextra -O2 -I.
|
||||
LDFLAGS = -lraylib -lboost_system -lpthread -lGL -lm -ldl -lrt -lX11
|
||||
|
||||
TARGET = game
|
||||
SOURCES = main.cpp entity/Entity.cpp entity/player/PlayerController.cpp net/NetworkManager.cpp sky/Sky.cpp
|
||||
SOURCES = main.cpp entity/Entity.cpp entity/player/PlayerController.cpp entity/player/PlayerRenderer.cpp net/NetworkManager.cpp sky/Sky.cpp
|
||||
OBJECTS = $(SOURCES:.cpp=.o)
|
||||
|
||||
all: $(TARGET)
|
||||
|
||||
96
client/entity/player/PlayerRenderer.cpp
Normal file
96
client/entity/player/PlayerRenderer.cpp
Normal file
@ -0,0 +1,96 @@
|
||||
#include "PlayerRenderer.hpp"
|
||||
#include "../../net/NetworkManager.hpp"
|
||||
|
||||
PlayerRenderer::PlayerRenderer() {
|
||||
init();
|
||||
}
|
||||
|
||||
PlayerRenderer::~PlayerRenderer() {
|
||||
// Unload textures
|
||||
for (auto& [color, texture] : playerTextures) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
|
||||
// Unload models
|
||||
UnloadModel(localPlayerModel);
|
||||
for (auto& [id, model] : remotePlayerModels) {
|
||||
UnloadModel(model);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRenderer::init() {
|
||||
// Load all player color textures
|
||||
playerTextures["red"] = LoadTexture("../assets/textures/red.png");
|
||||
playerTextures["green"] = LoadTexture("../assets/textures/green.png");
|
||||
playerTextures["orange"] = LoadTexture("../assets/textures/orange.png");
|
||||
playerTextures["purple"] = LoadTexture("../assets/textures/purple.png");
|
||||
playerTextures["white"] = LoadTexture("../assets/textures/white.png");
|
||||
|
||||
// Create local player model
|
||||
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
|
||||
localPlayerModel = LoadModelFromMesh(cubeMesh);
|
||||
}
|
||||
|
||||
void PlayerRenderer::renderLocalPlayer(RenderContext& ctx, const Vector3& position, const std::string& color) {
|
||||
// Set texture based on player color
|
||||
if (playerTextures.count(color) > 0) {
|
||||
localPlayerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[color];
|
||||
}
|
||||
|
||||
// Submit to render context
|
||||
ctx.submitModel(localPlayerModel, position, 1.0f, WHITE, RenderContext::RenderLayer::ENTITIES);
|
||||
}
|
||||
|
||||
void PlayerRenderer::renderRemotePlayers(RenderContext& ctx,
|
||||
const std::unordered_map<uint32_t, RemotePlayer>& players) {
|
||||
for (const auto& [id, player] : players) {
|
||||
// Ensure model exists for this player
|
||||
ensurePlayerModel(id);
|
||||
|
||||
// Update texture based on player color
|
||||
if (remotePlayerModels.count(id) > 0 && playerTextures.count(player.color) > 0) {
|
||||
remotePlayerModels[id].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[player.color];
|
||||
|
||||
// Submit to render context
|
||||
ctx.submitModel(remotePlayerModels[id], player.position, 1.0f, WHITE,
|
||||
RenderContext::RenderLayer::ENTITIES);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRenderer::ensurePlayerModel(uint32_t playerId) {
|
||||
if (remotePlayerModels.find(playerId) == remotePlayerModels.end()) {
|
||||
// Create new model for this player
|
||||
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
|
||||
remotePlayerModels[playerId] = LoadModelFromMesh(cubeMesh);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRenderer::removePlayerModel(uint32_t playerId) {
|
||||
auto it = remotePlayerModels.find(playerId);
|
||||
if (it != remotePlayerModels.end()) {
|
||||
UnloadModel(it->second);
|
||||
remotePlayerModels.erase(it);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerRenderer::cleanupDisconnectedPlayers(const std::unordered_map<uint32_t, RemotePlayer>& currentPlayers) {
|
||||
// Remove models for players who are no longer connected
|
||||
for (auto it = remotePlayerModels.begin(); it != remotePlayerModels.end();) {
|
||||
if (currentPlayers.find(it->first) == currentPlayers.end()) {
|
||||
UnloadModel(it->second);
|
||||
it = remotePlayerModels.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Texture2D PlayerRenderer::getPlayerTexture(const std::string& color) const {
|
||||
auto it = playerTextures.find(color);
|
||||
if (it != playerTextures.end()) {
|
||||
return it->second;
|
||||
}
|
||||
// Return a default texture or handle error
|
||||
return Texture2D{};
|
||||
}
|
||||
42
client/entity/player/PlayerRenderer.hpp
Normal file
42
client/entity/player/PlayerRenderer.hpp
Normal file
@ -0,0 +1,42 @@
|
||||
#pragma once
|
||||
|
||||
#include <raylib.h>
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include <cstdint>
|
||||
#include "../../render/RenderContext.hpp"
|
||||
|
||||
class PlayerRenderer {
|
||||
private:
|
||||
Model localPlayerModel;
|
||||
std::unordered_map<uint32_t, Model> remotePlayerModels;
|
||||
std::unordered_map<std::string, Texture2D> playerTextures;
|
||||
|
||||
public:
|
||||
PlayerRenderer();
|
||||
~PlayerRenderer();
|
||||
|
||||
// Initialize player models and textures
|
||||
void init();
|
||||
|
||||
// Render local player
|
||||
void renderLocalPlayer(RenderContext& ctx, const Vector3& position, const std::string& color);
|
||||
|
||||
// Render remote players
|
||||
void renderRemotePlayers(RenderContext& ctx, const std::unordered_map<uint32_t, struct RemotePlayer>& players);
|
||||
|
||||
// Update player model for a specific player ID
|
||||
void ensurePlayerModel(uint32_t playerId);
|
||||
|
||||
// Remove model for disconnected player
|
||||
void removePlayerModel(uint32_t playerId);
|
||||
|
||||
// Clean up models for players not in the list
|
||||
void cleanupDisconnectedPlayers(const std::unordered_map<uint32_t, struct RemotePlayer>& currentPlayers);
|
||||
|
||||
// Get texture for a color
|
||||
Texture2D getPlayerTexture(const std::string& color) const;
|
||||
};
|
||||
|
||||
// Forward declaration for RemotePlayer struct (defined in NetworkManager)
|
||||
struct RemotePlayer;
|
||||
137
client/main.cpp
137
client/main.cpp
@ -7,15 +7,17 @@
|
||||
#include <iostream>
|
||||
#include <vector>
|
||||
#include <fstream>
|
||||
#include <unordered_map>
|
||||
#include <cstdint>
|
||||
#include <cstring>
|
||||
#include <thread>
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
#include "entity/player/PlayerController.hpp"
|
||||
#include "entity/player/PlayerRenderer.hpp"
|
||||
#include "net/NetworkManager.hpp"
|
||||
#include "sky/Sky.hpp"
|
||||
#include "render/RenderContext.hpp"
|
||||
#include "utils/Coords.hpp"
|
||||
|
||||
constexpr int WORLD_SIZE = 100;
|
||||
constexpr float WORLD_SCALE = 10.0f;
|
||||
@ -110,15 +112,14 @@ enum GameState {
|
||||
|
||||
class Game {
|
||||
PlayerController playerController;
|
||||
std::unique_ptr<PlayerRenderer> playerRenderer;
|
||||
RenderContext renderContext;
|
||||
Model terrainModel;
|
||||
Model playerModel;
|
||||
Heightmap heightmap;
|
||||
NetworkManager network;
|
||||
std::unique_ptr<Sky> sky;
|
||||
Vector3 playerPos{0, 0, 0};
|
||||
Texture2D terrainTexture;
|
||||
std::unordered_map<std::string, Texture2D> playerTextures;
|
||||
std::unordered_map<uint32_t, Model> remotePlayerModels;
|
||||
|
||||
// Login UI state
|
||||
GameState gameState = STATE_LOGIN;
|
||||
@ -131,12 +132,17 @@ class Game {
|
||||
float lastHeartbeatTime = 0.0f;
|
||||
const float HEARTBEAT_INTERVAL = 5.0f; // Send heartbeat every 5 seconds
|
||||
|
||||
// Debug options
|
||||
bool showDebugAxes = false;
|
||||
bool showWorldBounds = false;
|
||||
|
||||
public:
|
||||
Game() {
|
||||
InitWindow(1280, 720, "Game");
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Initialize sky after window is created
|
||||
// Initialize components after window is created
|
||||
playerRenderer = std::make_unique<PlayerRenderer>();
|
||||
sky = std::make_unique<Sky>();
|
||||
|
||||
// Load heightmap
|
||||
@ -147,21 +153,10 @@ public:
|
||||
// Load textures
|
||||
terrainTexture = LoadTexture("../assets/textures/black.png");
|
||||
|
||||
// Load all player color textures
|
||||
playerTextures["red"] = LoadTexture("../assets/textures/red.png");
|
||||
playerTextures["green"] = LoadTexture("../assets/textures/green.png");
|
||||
playerTextures["orange"] = LoadTexture("../assets/textures/orange.png");
|
||||
playerTextures["purple"] = LoadTexture("../assets/textures/purple.png");
|
||||
playerTextures["white"] = LoadTexture("../assets/textures/white.png");
|
||||
|
||||
// Create terrain model
|
||||
auto terrainMesh = heightmap.generateMesh();
|
||||
terrainModel = LoadModelFromMesh(terrainMesh);
|
||||
terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = terrainTexture;
|
||||
|
||||
// Create player cube (texture will be set when we know our color)
|
||||
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
|
||||
playerModel = LoadModelFromMesh(cubeMesh);
|
||||
}
|
||||
|
||||
~Game() {
|
||||
@ -171,14 +166,7 @@ public:
|
||||
}
|
||||
|
||||
UnloadTexture(terrainTexture);
|
||||
for (auto& [color, texture] : playerTextures) {
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
UnloadModel(terrainModel);
|
||||
UnloadModel(playerModel);
|
||||
for (auto& [id, model] : remotePlayerModels) {
|
||||
UnloadModel(model);
|
||||
}
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
@ -244,38 +232,20 @@ private:
|
||||
sky->setTimeOfDay(currentTime);
|
||||
}
|
||||
|
||||
// Debug toggles
|
||||
if (IsKeyPressed(KEY_F1)) showDebugAxes = !showDebugAxes;
|
||||
if (IsKeyPressed(KEY_F2)) showWorldBounds = !showWorldBounds;
|
||||
|
||||
// Get server position and update player controller
|
||||
playerPos = network.getPosition();
|
||||
|
||||
// Clamp position to world bounds
|
||||
playerPos = Coords::clampToWorldBounds(playerPos);
|
||||
playerController.setPlayerPosition(playerPos);
|
||||
|
||||
// Set player texture based on assigned color
|
||||
if (network.isConnected() && playerTextures.count(network.getPlayerColor()) > 0) {
|
||||
playerModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[network.getPlayerColor()];
|
||||
}
|
||||
|
||||
// Update remote player models
|
||||
// Clean up disconnected player models
|
||||
auto remotePlayers = network.getRemotePlayers();
|
||||
for (const auto& [id, player] : remotePlayers) {
|
||||
if (remotePlayerModels.find(id) == remotePlayerModels.end()) {
|
||||
// Create new model for this player
|
||||
auto cubeMesh = GenMeshCube(1.0f, 2.0f, 1.0f);
|
||||
remotePlayerModels[id] = LoadModelFromMesh(cubeMesh);
|
||||
}
|
||||
// Always update texture in case color changed
|
||||
if (playerTextures.count(player.color) > 0) {
|
||||
remotePlayerModels[id].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = playerTextures[player.color];
|
||||
}
|
||||
}
|
||||
|
||||
// Remove models for players who left
|
||||
for (auto it = remotePlayerModels.begin(); it != remotePlayerModels.end();) {
|
||||
if (remotePlayers.find(it->first) == remotePlayers.end()) {
|
||||
UnloadModel(it->second);
|
||||
it = remotePlayerModels.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
playerRenderer->cleanupDisconnectedPlayers(remotePlayers);
|
||||
|
||||
// Update player controller (handles camera)
|
||||
float deltaTime = GetFrameTime();
|
||||
@ -404,36 +374,53 @@ private:
|
||||
}
|
||||
|
||||
void renderGame() {
|
||||
BeginMode3D(playerController.getCamera());
|
||||
// Begin 3D rendering with render context
|
||||
renderContext.begin3D(playerController.getCamera());
|
||||
|
||||
// Render skybox first (it will handle its own depth settings)
|
||||
if (sky) {
|
||||
sky->renderSkybox(playerController.getCamera());
|
||||
}
|
||||
|
||||
// Draw terrain
|
||||
DrawModel(terrainModel, {0, 0, 0}, 1.0f, WHITE);
|
||||
|
||||
// Draw player
|
||||
if (network.isConnected()) {
|
||||
DrawModel(playerModel, playerPos, 1.0f, WHITE);
|
||||
}
|
||||
|
||||
// Draw remote players
|
||||
auto remotePlayers = network.getRemotePlayers();
|
||||
for (const auto& [id, player] : remotePlayers) {
|
||||
if (remotePlayerModels.find(id) != remotePlayerModels.end()) {
|
||||
DrawModel(remotePlayerModels[id], player.position, 1.0f, WHITE);
|
||||
// Submit skybox first (lowest layer)
|
||||
renderContext.submitCustom([this]() {
|
||||
if (sky) {
|
||||
sky->renderSkybox(playerController.getCamera());
|
||||
}
|
||||
}, RenderContext::RenderLayer::SKYBOX);
|
||||
|
||||
// Submit terrain
|
||||
renderContext.submitModel(terrainModel, {0, 0, 0}, 1.0f, WHITE,
|
||||
RenderContext::RenderLayer::TERRAIN);
|
||||
|
||||
// Submit players if connected
|
||||
if (network.isConnected()) {
|
||||
// Local player
|
||||
playerRenderer->renderLocalPlayer(renderContext, playerPos, network.getPlayerColor());
|
||||
|
||||
// Remote players
|
||||
auto remotePlayers = network.getRemotePlayers();
|
||||
playerRenderer->renderRemotePlayers(renderContext, remotePlayers);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
// Debug rendering
|
||||
if (showDebugAxes) {
|
||||
renderContext.submitCustom([this]() {
|
||||
Coords::drawDebugAxes(playerPos, 2.0f);
|
||||
// Draw world origin axes
|
||||
Coords::drawDebugAxes({0, 0, 0}, 5.0f);
|
||||
}, RenderContext::RenderLayer::TRANSPARENT);
|
||||
}
|
||||
|
||||
if (showWorldBounds) {
|
||||
renderContext.submitCustom([]() {
|
||||
Coords::drawWorldBounds();
|
||||
}, RenderContext::RenderLayer::TRANSPARENT);
|
||||
}
|
||||
|
||||
// Execute all render commands in order
|
||||
renderContext.end3D();
|
||||
|
||||
// UI
|
||||
DrawText(TextFormat("Logged in as: %s", currentUsername.c_str()), 10, 10, 20, WHITE);
|
||||
DrawText("WASD: Move | Q/E: Strafe | Right-Click: Rotate Camera", 10, 35, 20, WHITE);
|
||||
DrawText("Left/Right Arrow: Change Color | Mouse Wheel: Zoom | ESC: Logout", 10, 60, 20, WHITE);
|
||||
DrawText("T: Change Time of Day", 10, 85, 20, WHITE);
|
||||
DrawText("T: Change Time | F1: Debug Axes | F2: World Bounds", 10, 85, 20, WHITE);
|
||||
if (network.isConnected()) {
|
||||
std::string colorText = "Your color: " + network.getPlayerColor();
|
||||
DrawText(colorText.c_str(), 10, 110, 20, WHITE);
|
||||
@ -445,7 +432,13 @@ private:
|
||||
int minute = (int)((timeHour - hour) * 60);
|
||||
DrawText(TextFormat("Time: %02d:%02d", hour, minute), 10, 135, 20, WHITE);
|
||||
|
||||
DrawFPS(10, 160);
|
||||
// Show position if debug is on
|
||||
if (showDebugAxes) {
|
||||
DrawText(TextFormat("Pos: %.1f, %.1f, %.1f", playerPos.x, playerPos.y, playerPos.z),
|
||||
10, 160, 20, YELLOW);
|
||||
}
|
||||
|
||||
DrawFPS(10, showDebugAxes ? 185 : 160);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
104
client/render/RenderContext.hpp
Normal file
104
client/render/RenderContext.hpp
Normal file
@ -0,0 +1,104 @@
|
||||
#pragma once
|
||||
|
||||
#include <algorithm>
|
||||
#include <raylib.h>
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
|
||||
class RenderContext {
|
||||
public:
|
||||
struct RenderLayer {
|
||||
enum Type {
|
||||
SKYBOX = 0,
|
||||
TERRAIN = 100,
|
||||
ENTITIES = 200,
|
||||
TRANSPARENT = 300,
|
||||
UI = 400
|
||||
};
|
||||
};
|
||||
|
||||
struct RenderCommand {
|
||||
int layer;
|
||||
std::function<void()> command;
|
||||
|
||||
bool operator<(const RenderCommand& other) const {
|
||||
return layer < other.layer;
|
||||
}
|
||||
};
|
||||
|
||||
private:
|
||||
std::vector<RenderCommand> commands;
|
||||
Camera3D* activeCamera;
|
||||
bool is3DMode;
|
||||
|
||||
public:
|
||||
RenderContext() : activeCamera(nullptr), is3DMode(false) {}
|
||||
|
||||
void begin3D(Camera3D& camera) {
|
||||
activeCamera = &camera;
|
||||
is3DMode = true;
|
||||
BeginMode3D(camera);
|
||||
}
|
||||
|
||||
void end3D() {
|
||||
executeCommands();
|
||||
EndMode3D();
|
||||
is3DMode = false;
|
||||
activeCamera = nullptr;
|
||||
}
|
||||
|
||||
void submitModel(const Model& model, const Vector3& position,
|
||||
float scale = 1.0f, Color tint = WHITE,
|
||||
int layer = RenderLayer::ENTITIES) {
|
||||
commands.push_back({layer, [model, position, scale, tint]() {
|
||||
DrawModel(model, position, scale, tint);
|
||||
}});
|
||||
}
|
||||
|
||||
void submitModelEx(const Model& model, const Vector3& position,
|
||||
const Vector3& rotation, const Vector3& scale,
|
||||
Color tint = WHITE, int layer = RenderLayer::ENTITIES) {
|
||||
commands.push_back({layer, [model, position, rotation, scale, tint]() {
|
||||
DrawModelEx(model, position, rotation, 0.0f, scale, tint);
|
||||
}});
|
||||
}
|
||||
|
||||
void submitCube(const Vector3& position, const Vector3& size,
|
||||
Color color, int layer = RenderLayer::ENTITIES) {
|
||||
commands.push_back({layer, [position, size, color]() {
|
||||
DrawCube(position, size.x, size.y, size.z, color);
|
||||
}});
|
||||
}
|
||||
|
||||
void submitCubeWires(const Vector3& position, const Vector3& size,
|
||||
Color color, int layer = RenderLayer::ENTITIES) {
|
||||
commands.push_back({layer, [position, size, color]() {
|
||||
DrawCubeWires(position, size.x, size.y, size.z, color);
|
||||
}});
|
||||
}
|
||||
|
||||
void submitLine3D(const Vector3& start, const Vector3& end,
|
||||
Color color, int layer = RenderLayer::ENTITIES) {
|
||||
commands.push_back({layer, [start, end, color]() {
|
||||
DrawLine3D(start, end, color);
|
||||
}});
|
||||
}
|
||||
|
||||
void submitCustom(std::function<void()> renderFunc, int layer) {
|
||||
commands.push_back({layer, renderFunc});
|
||||
}
|
||||
|
||||
Camera3D* getActiveCamera() { return activeCamera; }
|
||||
bool isIn3DMode() const { return is3DMode; }
|
||||
|
||||
private:
|
||||
void executeCommands() {
|
||||
std::sort(commands.begin(), commands.end());
|
||||
|
||||
for (const auto& cmd : commands) {
|
||||
cmd.command();
|
||||
}
|
||||
|
||||
commands.clear();
|
||||
}
|
||||
};
|
||||
63
client/utils/Coords.hpp
Normal file
63
client/utils/Coords.hpp
Normal file
@ -0,0 +1,63 @@
|
||||
#pragma once
|
||||
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
|
||||
class Coords {
|
||||
public:
|
||||
static constexpr float WORLD_BOUNDS = 50.0f;
|
||||
static constexpr float WORLD_MIN_HEIGHT = 0.0f;
|
||||
static constexpr float WORLD_MAX_HEIGHT = 100.0f;
|
||||
|
||||
static Vector3 worldToLocal(const Vector3& worldPos, const Vector3& origin) {
|
||||
return Vector3Subtract(worldPos, origin);
|
||||
}
|
||||
|
||||
static Vector3 localToWorld(const Vector3& localPos, const Vector3& origin) {
|
||||
return Vector3Add(localPos, origin);
|
||||
}
|
||||
|
||||
static Vector3 clampToWorldBounds(const Vector3& pos) {
|
||||
return {
|
||||
Clamp(pos.x, -WORLD_BOUNDS, WORLD_BOUNDS),
|
||||
Clamp(pos.y, WORLD_MIN_HEIGHT, WORLD_MAX_HEIGHT),
|
||||
Clamp(pos.z, -WORLD_BOUNDS, WORLD_BOUNDS)
|
||||
};
|
||||
}
|
||||
|
||||
static bool isInWorldBounds(const Vector3& pos) {
|
||||
return pos.x >= -WORLD_BOUNDS && pos.x <= WORLD_BOUNDS &&
|
||||
pos.y >= WORLD_MIN_HEIGHT && pos.y <= WORLD_MAX_HEIGHT &&
|
||||
pos.z >= -WORLD_BOUNDS && pos.z <= WORLD_BOUNDS;
|
||||
}
|
||||
|
||||
static Matrix buildTransformMatrix(const Vector3& position, const Vector3& rotation, const Vector3& scale) {
|
||||
Matrix matScale = MatrixScale(scale.x, scale.y, scale.z);
|
||||
Matrix matRotation = MatrixRotateXYZ(rotation);
|
||||
Matrix matTranslation = MatrixTranslate(position.x, position.y, position.z);
|
||||
|
||||
Matrix result = MatrixMultiply(matScale, matRotation);
|
||||
result = MatrixMultiply(result, matTranslation);
|
||||
return result;
|
||||
}
|
||||
|
||||
static Vector3 forward() { return {0.0f, 0.0f, 1.0f}; }
|
||||
static Vector3 backward() { return {0.0f, 0.0f, -1.0f}; }
|
||||
static Vector3 right() { return {1.0f, 0.0f, 0.0f}; }
|
||||
static Vector3 left() { return {-1.0f, 0.0f, 0.0f}; }
|
||||
static Vector3 up() { return {0.0f, 1.0f, 0.0f}; }
|
||||
static Vector3 down() { return {0.0f, -1.0f, 0.0f}; }
|
||||
|
||||
static void drawDebugAxes(const Vector3& position, float size = 1.0f) {
|
||||
DrawLine3D(position, Vector3Add(position, Vector3Scale(right(), size)), RED);
|
||||
DrawLine3D(position, Vector3Add(position, Vector3Scale(up(), size)), GREEN);
|
||||
DrawLine3D(position, Vector3Add(position, Vector3Scale(forward(), size)), BLUE);
|
||||
}
|
||||
|
||||
static void drawWorldBounds() {
|
||||
Color boundsColor = {255, 255, 0, 100};
|
||||
DrawCubeWires({0, WORLD_MAX_HEIGHT/2, 0},
|
||||
WORLD_BOUNDS * 2, WORLD_MAX_HEIGHT, WORLD_BOUNDS * 2,
|
||||
boundsColor);
|
||||
}
|
||||
};
|
||||
Loading…
x
Reference in New Issue
Block a user