Make the player be a basic model, with the correct position
This fixes the visualization of other players mentioned in the last commit.
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89a1520d7c
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56c60d02f8
@ -28,56 +28,56 @@
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#include "PlayerBox.hpp"
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static const float cubeCoords[6 * 4 * 3] = {
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constexpr int NUM_QUADS = 6;
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static const float modelCoords[NUM_QUADS * 4 * 3] = {
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// West
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0, 0, 0,
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0, 0, 1,
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0, 1, 1,
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0, 1, 0,
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-0.3125f, -0.3125f, 0.f,
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-0.3125f, -0.3125f, 1.75f,
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-0.3125f, 0.3125f, 1.75f,
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-0.3125f, 0.3125f, 0.f,
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// East
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1, 0, 1,
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1, 0, 0,
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1, 1, 0,
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1, 1, 1,
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0.3125f, -0.3125f, 1.75f,
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0.3125f, -0.3125f, 0.f,
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0.3125f, 0.3125f, 0.f,
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0.3125f, 0.3125f, 1.75f,
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// South
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0, 0, 0,
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1, 0, 0,
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1, 0, 1,
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0, 0, 1,
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-0.3125f, -0.3125f, 0.f,
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0.3125f, -0.3125f, 0.f,
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0.3125f, -0.3125f, 1.75f,
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-0.3125f, -0.3125f, 1.75f,
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// North
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0, 1, 1,
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1, 1, 1,
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1, 1, 0,
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0, 1, 0,
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-0.3125f, 0.3125f, 1.75f,
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0.3125f, 0.3125f, 1.75f,
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0.3125f, 0.3125f, 0.f,
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-0.3125f, 0.3125f, 0.f,
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// Bottom
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1, 0, 0,
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0, 0, 0,
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0, 1, 0,
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1, 1, 0,
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0.3125f, -0.3125f, 0.f,
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-0.3125f, -0.3125f, 0.f,
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-0.3125f, 0.3125f, 0.f,
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0.3125f, 0.3125f, 0.f,
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// Top
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0, 0, 1,
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1, 0, 1,
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1, 1, 1,
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0, 1, 1,
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-0.3125f, -0.3125f, 1.75f,
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0.3125f, -0.3125f, 1.75f,
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0.3125f, 0.3125f, 1.75f,
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-0.3125f, 0.3125f, 1.75f,
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};
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PlayerBox::PlayerBox(const gk::Camera &camera) : m_camera(camera) {
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updateVertexBuffer();
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setScale(1, 1, 2);
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}
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void PlayerBox::updateVertexBuffer() {
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gk::Vertex vertices[24];
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for (u8 i = 0 ; i < 24 ; ++i) {
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vertices[i].coord3d[0] = cubeCoords[i * 3];
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vertices[i].coord3d[1] = cubeCoords[i * 3 + 1];
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vertices[i].coord3d[2] = cubeCoords[i * 3 + 2] - 0.5;
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gk::Vertex vertices[NUM_QUADS * 4];
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for (u8 i = 0 ; i < NUM_QUADS * 4 ; ++i) {
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vertices[i].coord3d[0] = modelCoords[i * 3];
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vertices[i].coord3d[1] = modelCoords[i * 3 + 1];
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vertices[i].coord3d[2] = modelCoords[i * 3 + 2];
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vertices[i].coord3d[3] = -1;
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vertices[i].color[0] = 0.3f;
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@ -98,6 +98,6 @@ void PlayerBox::draw(gk::RenderTarget &target, gk::RenderStates states) const {
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states.transform *= getTransform();
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target.draw(m_vbo, GL_QUADS, 0, 24, states);
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target.draw(m_vbo, GL_QUADS, 0, NUM_QUADS * 4, states);
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}
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