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HPC_Voxel_Engine 0.2.0
High-Performance C++ Voxel Engine
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Represents the user-controlled entity. Handles Camera synchronization and Input-to-Physics logic. More...
#include <src/world/Player.h>

Public Member Functions | |
| Player (const Core::Vec3 &objStartPos) | |
| void | Update (float fDeltaTime, const ChunkManager &objChunkManager, bool bFlyMode=false) |
| void | ProcessKeyboard (MovementDirection iDir, float fDeltaTime) |
| void | ProcessMouseMovement (float fXOffset, float fYOffset, bool bConstraintPitch=true) |
| Core::Camera & | GetCamera () |
| Core::Vec3 | GetPosition () const |
| void | SetMovementSpeed (float fMoveSpeed) |
Private Attributes | |
| Core::Camera | m_objCamera |
| RigidBody | m_objRigidBody |
| float | m_fMoveSpeed = 5.0f |
| float | m_fJumpSpeed = 8.0f |
| bool | m_bIsGrounded = false |
| bool | m_bFlyMode = false |
Represents the user-controlled entity. Handles Camera synchronization and Input-to-Physics logic.
| Player::Player | ( | const Core::Vec3 & | objStartPos | ) |
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| void Player::ProcessKeyboard | ( | MovementDirection | iDir, |
| float | fDeltaTime | ||
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| void Player::ProcessMouseMovement | ( | float | fXOffset, |
| float | fYOffset, | ||
| bool | bConstraintPitch = true |
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| ) |

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| void Player::Update | ( | float | fDeltaTime, |
| const ChunkManager & | objChunkManager, | ||
| bool | bFlyMode = false |
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| ) |

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