generated from Persson-dev/Godot-Xmake
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@@ -115,11 +115,11 @@ void FirstPersonPlayer::UpdateBobbing(float a_Delta) {
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void FirstPersonPlayer::UpdateCamera(const InputEventMouseMotion& a_Event) {
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m_Player->rotate_y(-a_Event.get_relative().x * SENSITIVITY);
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m_Camera->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
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m_Head->rotate_x(-a_Event.get_relative().y * SENSITIVITY);
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float rotationX = m_Camera->get_rotation().x;
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float rotationX = m_Head->get_rotation().x;
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rotationX = CLAMP(rotationX, Math::deg_to_rad(-80.0), Math::deg_to_rad(80.0));
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m_Camera->set_rotation({rotationX, m_Camera->get_rotation().y, m_Camera->get_rotation().z});
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m_Head->set_rotation({rotationX, m_Head->get_rotation().y, m_Head->get_rotation().z});
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}
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void FirstPersonPlayer::UpdatePosition(float delta) {
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@@ -104,9 +104,16 @@ void Player::SetModelVisible(bool a_Visible) {
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auto* skeleton = m_Mesh->get_node<Skeleton3D>("Skeleton3D");
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for (int i = 0; i < skeleton->get_child_count(); i++) {
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auto* bodyPart = Object::cast_to<MeshInstance3D>(skeleton->get_child(i));
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bodyPart->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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if (bodyPart)
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bodyPart->set_cast_shadows_setting(a_Visible
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? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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}
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// TODO: dirty, make it recursive
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auto* pencilCase = m_Mesh->get_node<MeshInstance3D>("Skeleton3D/Hand/Pencil Case");
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pencilCase->set_cast_shadows_setting(a_Visible ? GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_ON
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: GeometryInstance3D::ShadowCastingSetting::SHADOW_CASTING_SETTING_SHADOWS_ONLY);
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}
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Vector3 Player::GetCameraRotation() const {
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