Asteroid data merged to entity and display
Asteroids move and are a part of the entity sytem. Added some debug markers for memory usage and fixed a bug in logic causing degenerate triangles to show up depending on the angle of approach towards the origin.
This commit is contained in:
+141
-48
@@ -241,27 +241,24 @@ Basis getDefaultBasis(Entity *entity)
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#include <stdlib.h>
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#include <time.h>
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v2 *createAsteroidVertexList(MemoryArena_ *arena, v2 pos, i32 iterations)
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v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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i32 asteroidRadius)
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{
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f32 iterationAngle = 360.0f / iterations;
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iterationAngle = DEGREES_TO_RADIANS(iterationAngle);
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v2 *result =
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memory_pushBytes(arena, iterations * sizeof(v2));
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srand(time(NULL));
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for (i32 i = 0; i < iterations; i++)
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{
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i32 randValue = rand();
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i32 asteroidRadius = (randValue % 100) + 50;
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i32 randValue = rand();
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result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius,
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math_sinf(iterationAngle * i) * asteroidRadius);
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result[i] = v2_add(result[i], pos);
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#if 1
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f32 displacementDist = 0.25f * asteroidRadius;
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f32 displacementDist = 0.50f * asteroidRadius;
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i32 vertexDisplacement =
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randValue % (i32)displacementDist + (i32)(displacementDist * 0.1f);
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randValue % (i32)displacementDist + (i32)(displacementDist * 0.25f);
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i32 quadrantSize = iterations / 4;
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@@ -296,16 +293,17 @@ v2 *createAsteroidVertexList(MemoryArena_ *arena, v2 pos, i32 iterations)
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return result;
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}
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LOCAL_PERSIST v2 *asteroidVertexList = NULL;
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LOCAL_PERSIST f32 updateAsteroidListTimerThreshold = 1.0f;
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LOCAL_PERSIST f32 updateAsteroidListTimer = 1.0f;
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2 windowSize, f32 dt)
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{
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i32 iterations = 16;
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memory_arenaInit(&state->transientArena, memory->transient,
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memory->transientSize);
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if (!state->init)
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{
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srand(time(NULL));
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memory_arenaInit(&state->persistentArena, memory->persistent,
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memory->persistentSize);
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initAssetManager(state);
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@@ -314,8 +312,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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state->pixelsPerMeter = 70.0f;
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{ // Init ship entity
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Entity *ship = &state->entityList[state->entityIndex++];
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ship->id = 0;
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Entity *ship = &state->entityList[state->entityIndex];
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ship->id = state->entityIndex++;
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ship->pos = V2(0, 0);
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ship->size = V2(25.0f, 50.0f);
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ship->hitbox = ship->size;
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@@ -325,7 +323,35 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ship->direction = direction_null;
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ship->renderMode = rendermode_triangle;
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ship->tex = NULL;
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ship->collides = FALSE;
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ship->collides = TRUE;
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i32 numAsteroids = 10;
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for (i32 i = 0; i < numAsteroids; i++)
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{
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Entity *asteroid = &state->entityList[state->entityIndex];
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asteroid->id = state->entityIndex++;
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i32 randValue = rand();
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i32 randX = (randValue % (i32)windowSize.w);
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i32 randY = (randValue % (i32)windowSize.h);
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asteroid->pos = V2i(randX, randY);
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asteroid->size = V2(100.0f, 100.0f);
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asteroid->hitbox = asteroid->size;
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asteroid->offset = v2_scale(asteroid->size, 0.5f);
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asteroid->scale = 1;
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asteroid->type = entitytype_asteroid;
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asteroid->direction = direction_null;
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asteroid->renderMode = rendermode_polygon;
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asteroid->numVertexPoints = 16;
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asteroid->vertexPoints = createAsteroidVertexList(
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&state->persistentArena, asteroid->numVertexPoints,
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(i32)(asteroid->size.x * 0.5f));
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asteroid->tex = NULL;
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asteroid->collides = TRUE;
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}
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}
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state->camera.min = V2(0, 0);
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@@ -336,20 +362,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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debug_init(&state->persistentArena, windowSize,
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state->assetManager.font);
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asteroidVertexList =
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createAsteroidVertexList(&state->persistentArena, V2(500, 500), 16);
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}
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memory_arenaInit(&state->transientArena, memory->transient,
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memory->transientSize);
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updateAsteroidListTimer -= dt;
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if (updateAsteroidListTimer < 0)
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{
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asteroidVertexList = createAsteroidVertexList(&state->persistentArena,
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V2(500, 500), iterations);
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updateAsteroidListTimer = updateAsteroidListTimerThreshold;
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}
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{
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@@ -411,19 +423,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ddP = direction;
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}
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Degrees rotationsPerSecond = 180.0f;
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if (getKeyStatus(&state->input.keys[keycode_left],
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readkeytype_repeat, 0.0f, dt))
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{
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entity->rotation += (120.0f) * dt;
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entity->rotation += (rotationsPerSecond) * dt;
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}
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if (getKeyStatus(&state->input.keys[keycode_right],
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readkeytype_repeat, 0.0f, dt))
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{
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entity->rotation -= (120.0f) * dt;
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entity->rotation -= (rotationsPerSecond) * dt;
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}
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if (ddP.x != 0.0f && ddP.y != 0.0f)
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if (ddP.x > 0.0f && ddP.y > 0.0f)
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{
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// NOTE(doyle): Cheese it and pre-compute the vector for
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// diagonal using pythagoras theorem on a unit triangle 1^2
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@@ -441,9 +454,9 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ddP = v2_scale(ddP, state->pixelsPerMeter * 25);
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v2 oldDp = entity->dP;
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v2 oldDp = entity->dP;
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v2 resistance = v2_scale(oldDp, 2.0f);
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ddP = v2_sub(ddP, resistance);
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ddP = v2_sub(ddP, resistance);
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entity->dP = v2_add(v2_scale(ddP, dt), oldDp);
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@@ -458,22 +471,102 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
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DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
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DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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Basis entityBasis = getDefaultBasis(entity);
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renderer_rect(&state->renderer, state->camera, entityBasis.basis,
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V2(4, 4), entityBasis.pivotPoint,
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 0, 0, 1.0f), flags);
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}
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}
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else if (entity->type == entitytype_asteroid)
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{
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renderer_polygon(&state->renderer, &state->transientArena, state->camera,
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asteroidVertexList, iterations, V2(0, 0), 0, NULL,
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V4(0.0f, 0.0f, 1.0f, 1.0f), 0);
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i32 randValue = rand();
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if (entity->direction == direction_null)
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{
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entity->direction = randValue % direction_count;
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}
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v2 ddP = {0};
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switch (entity->direction)
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{
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case direction_north:
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{
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ddP.y = 1.0f;
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}
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break;
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case direction_northwest:
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{
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ddP.x = 1.0f;
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ddP.y = 1.0f;
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}
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break;
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case direction_west:
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{
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ddP.x = -1.0f;
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}
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break;
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case direction_southwest:
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{
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ddP.x = -1.0f;
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ddP.y = -1.0f;
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}
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break;
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case direction_south:
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{
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ddP.y = -1.0f;
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}
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break;
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case direction_southeast:
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{
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ddP.x = 1.0f;
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ddP.y = -1.0f;
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}
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break;
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case direction_east:
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{
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ddP.x = 1.0f;
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}
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break;
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case direction_northeast:
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{
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ddP.x = 1.0f;
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ddP.y = 1.0f;
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}
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break;
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default:
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{
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ASSERT(INVALID_CODE_PATH);
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}
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break;
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}
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f32 dirOffset = (randValue % 10) / 100.0f;
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v2_scale(ddP, dirOffset);
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ASSERT(ddP.x <= 1.0f && ddP.y <= 1.0f);
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entity->dP = v2_scale(ddP, state->pixelsPerMeter * 2);
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v2 ddPHalf = v2_scale(ddP, 0.5f);
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v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
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v2 dPDt = v2_scale(entity->dP, dt);
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entity->pos = v2_add(v2_add(ddPHalfDtSquared, dPDt), entity->pos);
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}
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_entity(&state->renderer, &state->transientArena, state->camera,
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entity, pivotPoint, 0, V4(0.4f, 0.8f, 1.0f, 1.0f),
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flags);
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Basis entityBasis = getDefaultBasis(entity);
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renderer_rect(&state->renderer, state->camera, entityBasis.basis,
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V2(4, 4), entityBasis.pivotPoint,
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 0, 0, 1.0f), flags);
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}
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TrianglePoints triangle = {0};
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triangle.points[0] = V2(100, 200);
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