small refactoring
parent
2b39c00b6c
commit
0929f9c3a8
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@ -19,7 +19,7 @@ class Shooter final : public Engine {
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private:
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private:
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std::shared_ptr<Player> player = std::make_shared<Player>(ObjectNameTag("Player"),
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std::shared_ptr<Player> player = std::make_shared<Player>(ObjectNameTag("Player"),
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ShooterConsts::CUBE_OBJ,
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ShooterConsts::CUBE_OBJ,
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Vec3D{1.5, 1.9, 1.5});
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Vec3D{1.5, 1.2, 1.5});
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std::shared_ptr<PlayerController> playerController = std::make_shared<PlayerController>(player, keyboard, mouse);
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std::shared_ptr<PlayerController> playerController = std::make_shared<PlayerController>(player, keyboard, mouse);
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Window mainMenu;
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Window mainMenu;
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@ -38,7 +38,7 @@ void HitBox::generateSimple(const Mesh &mesh) {
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for(const auto& t : mesh.triangles()) {
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for(const auto& t : mesh.triangles()) {
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for(int i = 0; i < 3; i++) {
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for(int i = 0; i < 3; i++) {
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auto point = Vec3D(t[i]);
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auto point = mesh.model()*Vec3D(t[i]);
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if(point.x() > maxX) {
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if(point.x() > maxX) {
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maxX = point.x();
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maxX = point.x();
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}
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}
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@ -78,7 +78,7 @@ void HitBox::generateDetailed(const Mesh &mesh) {
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for (const auto& t : mesh.triangles())
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for (const auto& t : mesh.triangles())
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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points.insert(Vec3D(t[i]));
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points.insert(mesh.model()*Vec3D(t[i]));
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_hitBox.reserve(points.size());
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_hitBox.reserve(points.size());
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for (const auto& it : points)
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for (const auto& it : points)
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