Rotate around entity center, update math notation
Change #define math functions to uppercase for consistency
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@ -257,7 +257,7 @@ const i32 asset_loadTTFont(AssetManager *assetManager, const char *filePath)
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}
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#endif
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i32 bitmapSize = squared(TARGET_TEXTURE_SIZE) * TARGET_BYTES_PER_PIXEL;
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i32 bitmapSize = SQUARED(TARGET_TEXTURE_SIZE) * TARGET_BYTES_PER_PIXEL;
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u32 *fontBitmap = PLATFORM_MEM_ALLOC(bitmapSize, u32);
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const i32 pitch = MAX_TEXTURE_SIZE * TARGET_BYTES_PER_PIXEL;
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@ -123,7 +123,12 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v4 color,
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{
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shader_use(renderer->shader);
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mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
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mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
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// NOTE(doyle): Rotate from the center of the object, not its' origin (i.e.
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// top left)
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mat4 rotateMatrix = mat4_translate((size.x * 0.5f), (size.y * 0.5f), 0.0f);
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rotateMatrix = mat4_mul(rotateMatrix, mat4_rotate(rotate, 0.0f, 0.0f, 1.0f));
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rotateMatrix = mat4_mul(rotateMatrix, mat4_translate((size.x * -0.5f), (size.y * -0.5f), 0.0f));
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// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
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// TODO(doyle): We should have a notion of hitbox size and texture size
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@ -299,7 +299,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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// NOTE(doyle): Clipping threshold for snapping velocity to 0
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f32 epsilon = 15.0f;
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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V2(absolute(hero->dPos.x), absolute(hero->dPos.y)));
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V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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{
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hero->dPos = V2(0.0f, 0.0f);
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@ -338,7 +338,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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acceleration = (a/2) * (t^2)
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old velocity = (v*t)
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*/
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v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), squared(dt));
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v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt));
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v2 dPos = v2_scale(hero->dPos, dt);
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v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
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@ -426,7 +426,17 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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{
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Entity *const entity = &world->entities[i];
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renderer_entity(&state->renderer, cameraBounds, entity, dt, 0.0f,
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f32 rotate = 0.0f;
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switch (entity->type)
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{
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case entitytype_hero:
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//rotate = DEGREES_TO_RADIANS(90.0f);
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break;
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default:
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break;
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}
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renderer_entity(&state->renderer, cameraBounds, entity, dt, rotate,
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V4(1, 1, 1, 1));
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#ifdef DENGINE_DEBUG
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@ -472,7 +482,6 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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strPos, 0, color);
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}
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#endif
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}
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// TODO(doyle): Clean up lines
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@ -4,8 +4,10 @@
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#include <math.h>
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#include "Dengine/Common.h"
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#define squared(x) (x * x)
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#define absolute(x) ((x) > 0 ? (x) : -(x))
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#define MATH_PI 3.14159265359f
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#define SQUARED(x) (x * x)
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#define ABS(x) ((x) > 0 ? (x) : -(x))
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#define DEGREES_TO_RADIANS(x) (x * (MATH_PI / 180.0f))
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/* VECTORS */
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typedef union v2i
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@ -199,17 +201,17 @@ INTERNAL inline mat4 mat4_rotate(const f32 radians, const f32 x, const f32 y,
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f32 sinVal = sinf(radians);
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f32 cosVal = cosf(radians);
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result.e[0][0] = (cosVal + (squared(x) * (1.0f - cosVal)));
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result.e[0][0] = (cosVal + (SQUARED(x) * (1.0f - cosVal)));
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result.e[0][1] = ((y * z * (1.0f - cosVal)) + (z * sinVal));
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result.e[0][2] = ((z * x * (1.0f - cosVal)) - (y * sinVal));
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result.e[1][0] = ((x * y * (1.0f - cosVal)) - (z * sinVal));
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result.e[1][1] = (cosVal + (squared(y) * (1.0f - cosVal)));
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result.e[1][1] = (cosVal + (SQUARED(y) * (1.0f - cosVal)));
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result.e[1][2] = ((z * y * (1.0f - cosVal)) + (x * sinVal));
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result.e[2][0] = ((x * z * (1.0f - cosVal)) + (y * sinVal));
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result.e[2][1] = ((y * z * (1.0f - cosVal)) - (x * sinVal));
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result.e[2][2] = (cosVal + (squared(z) * (1.0f - cosVal)));
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result.e[2][2] = (cosVal + (SQUARED(z) * (1.0f - cosVal)));
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result.e[3][3] = 1;
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@ -270,8 +272,8 @@ INTERNAL inline v4 getRect(v2 origin, v2 size)
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INTERNAL inline v2 getRectSize(v4 rect)
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{
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f32 width = absolute(rect.x - rect.z);
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f32 height = absolute(rect.y - rect.w);
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f32 width = ABS(rect.x - rect.z);
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f32 height = ABS(rect.y - rect.w);
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v2 result = V2(width, height);
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