feat: third-person camera now checks solid entities

This commit is contained in:
MihailRis 2026-03-14 15:47:26 +03:00
parent 15bbf55e29
commit fc57e98a96
3 changed files with 29 additions and 9 deletions

View file

@ -44,7 +44,9 @@ namespace {
const float CROUCH_SHIFT_Y = -0.2f;
}
CameraControl::CameraControl(Player& player, const CameraSettings& settings)
CameraControl::CameraControl(
Player& player, const CameraSettings& settings
)
: player(player),
camera(player.fpCamera),
settings(settings),
@ -195,18 +197,30 @@ void CameraControl::update(
refreshPosition();
auto castRay = [](Player& player, Camera& camera, const glm::vec3& front)
-> glm::vec3 {
auto blockEnd = player.chunks->rayCastToObstacle(camera.position, front, 3.0f);
auto entityRay = player.getLevel().entities->rayCast(
camera.position, front, 3.0f, player.getEntity(), true
);
if (entityRay.has_value() &&
entityRay->distance < glm::distance(camera.position, blockEnd)) {
return (camera.position + front * entityRay->distance);
} else {
return blockEnd;
}
};
camera->updateVectors();
if (player.currentCamera == spCamera) {
spCamera->position =
chunks.rayCastToObstacle(camera->position, camera->front, 3.0f) -
0.4f * camera->front;
castRay(player, *camera, camera->front) - 0.4f * camera->front;
spCamera->dir = -camera->dir;
spCamera->front = -camera->front;
spCamera->right = -camera->right;
} else if (player.currentCamera == tpCamera) {
tpCamera->position =
chunks.rayCastToObstacle(camera->position, -camera->front, 3.0f) +
0.4f * camera->front;
tpCamera->position = castRay(player, *camera, camera->front * -1.0f) +
0.4f * camera->front;
tpCamera->dir = camera->dir;
tpCamera->front = camera->front;
tpCamera->right = camera->right;