Fix entity origin and rotation about origin
Fundamental mismatch between rotation and offset of polygons. Polygons can be arbitrarily ordered in terms of vertices as long as they are in a CCW order. However there should be no restriction on the starting vertex position. Since this is the case, the entity offset for a polygon should offset from the starting vertex to the perceived "entity origin". This entity origin is where collision detection, rotation and movement is based off.
This commit is contained in:
+50
-74
@@ -177,8 +177,11 @@ v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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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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result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius,
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math_sinf(iterationAngle * i) * asteroidRadius);
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// NOTE(doyle): Sin/cos generate values from +-1, we want to create
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// vertices that start from 0, 0 (i.e. strictly positive)
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result[i] = V2(((math_cosf(iterationAngle * i) + 1) * asteroidRadius),
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((math_sinf(iterationAngle * i) + 1) * asteroidRadius));
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#if 1
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f32 displacementDist = 0.50f * asteroidRadius;
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@@ -239,6 +242,27 @@ v2 *createEntityEdgeList(MemoryArena_ *transientArena, Entity *entity)
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return result;
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}
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v2 calculateProjectionRangeForEdge(Entity *entity, v2 edgeNormal)
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{
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v2 result = {0};
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result.max = v2_dot(entity->vertexPoints[0], edgeNormal);
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result.max = result.min;
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for (i32 vertexIndex = 0; vertexIndex < entity->numVertexPoints;
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vertexIndex++)
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{
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f32 dist =
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v2_dot(entity->vertexPoints[vertexIndex], edgeNormal);
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if (dist < result.min)
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result.min = dist;
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else if (dist > result.max)
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result.max = dist;
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}
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return result;
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}
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b32 checkEntityProjectionOverlap(Entity *entity, Entity *checkEntity,
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v2 *entityEdges)
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{
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@@ -246,39 +270,10 @@ b32 checkEntityProjectionOverlap(Entity *entity, Entity *checkEntity,
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for (i32 edgeIndex = 0; edgeIndex < entity->numVertexPoints && result;
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edgeIndex++)
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{
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v2 entityProjectionRange = {0};
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entityProjectionRange.max =
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v2_dot(entity->vertexPoints[0], entityEdges[0]);
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entityProjectionRange.max = entityProjectionRange.min;
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for (i32 vertexIndex = 0; vertexIndex < entity->numVertexPoints;
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vertexIndex++)
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{
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f32 dist = v2_dot(entity->vertexPoints[vertexIndex],
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entityEdges[edgeIndex]);
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if (dist < entityProjectionRange.min)
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entityProjectionRange.min = dist;
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else if (dist > entityProjectionRange.max)
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entityProjectionRange.max = dist;
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}
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v2 checkEntityProjectionRange = {0};
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checkEntityProjectionRange.min =
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v2_dot(entity->vertexPoints[0], entityEdges[0]);
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checkEntityProjectionRange.max = checkEntityProjectionRange.min;
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for (i32 vertexIndex = 0; vertexIndex < checkEntity->numVertexPoints;
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vertexIndex++)
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{
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f32 dist = v2_dot(checkEntity->vertexPoints[vertexIndex],
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entityEdges[edgeIndex]);
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if (dist < checkEntityProjectionRange.min)
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checkEntityProjectionRange.min = dist;
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else if (dist > checkEntityProjectionRange.max)
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checkEntityProjectionRange.max = dist;
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}
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v2 entityProjectionRange =
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calculateProjectionRangeForEdge(entity, entityEdges[edgeIndex]);
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v2 checkEntityProjectionRange = calculateProjectionRangeForEdge(
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checkEntity, entityEdges[edgeIndex]);
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if (!v2_intervalsOverlap(entityProjectionRange,
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checkEntityProjectionRange))
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@@ -337,13 +332,15 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
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// Convert inplace the vector normal of the edges
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for (i32 i = 0; i < numEntityEdges; i++)
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{
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entityEdges[i] = V2(entityEdges[i].y, -entityEdges[i].x);
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entityEdges[i] = v2_perpendicular(entityEdges[i]);
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entityEdges[i] = v2_add(entityEdges[i], entity->pos);
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}
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for (i32 i = 0; i < numCheckEntityEdges; i++)
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{
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checkEntityEdges[i] = v2_perpendicular(checkEntityEdges[i]);
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checkEntityEdges[i] =
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V2(entityEdges[i].y, -entityEdges[i].x);
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v2_add(checkEntityEdges[i], checkEntity->pos);
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}
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if ((checkEntityProjectionOverlap(entity, checkEntity,
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@@ -355,7 +352,9 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
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}
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}
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if (willCollide) break;
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if (willCollide) {
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break;
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}
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}
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}
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#endif
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@@ -397,15 +396,13 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ship->vertexPoints = memory_pushBytes(
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&state->persistentArena, sizeof(v2) * ship->numVertexPoints);
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Basis shipBasis = getDefaultBasis(ship);
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v2 triangleTopPoint = V2(shipBasis.pos.x + (ship->size.w * 0.5f),
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shipBasis.pos.y + ship->size.h);
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v2 triangleRightSide =
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V2(shipBasis.pos.x + ship->size.w, shipBasis.pos.y);
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v2 triangleBaseP = V2(0, 0);
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v2 triangleTopP = V2(ship->size.w * 0.5f, ship->size.h);
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v2 triangleRightP = V2(ship->size.w, triangleBaseP.y);
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ship->vertexPoints[0] = shipBasis.pos;
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ship->vertexPoints[1] = triangleRightSide;
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ship->vertexPoints[2] = triangleTopPoint;
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ship->vertexPoints[0] = triangleBaseP;
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ship->vertexPoints[1] = triangleRightP;
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ship->vertexPoints[2] = triangleTopP;
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ship->scale = 1;
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ship->type = entitytype_ship;
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@@ -414,7 +411,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ship->tex = NULL;
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ship->collides = TRUE;
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i32 numAsteroids = 10;
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i32 numAsteroids = 8;
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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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@@ -427,13 +424,13 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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->offset = V2(asteroid->size.w * -0.5f, 0);
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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->numVertexPoints = 8;
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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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@@ -535,8 +532,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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ddPSpeedInMs = 25;
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pivotPoint = v2_scale(entity->size, 0.5f);
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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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@@ -617,39 +612,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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// NOTE(doyle): Make asteroids start and move at constant speed
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ddPSpeedInMs = 2;
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entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
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entity->dP = v2_scale(ddP, state->pixelsPerMeter * ddPSpeedInMs);
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entity->rotation += (randValue % 20) * dt;
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}
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moveEntity(state, entity, ddP, dt, ddPSpeedInMs);
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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.pos,
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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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entity, V2(0, 0), 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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}
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#if 1
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TrianglePoints triangle = {0};
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triangle.points[0] = V2(100, 200);
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triangle.points[1] = V2(200, 100);
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triangle.points[2] = V2(100, 300);
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LOCAL_PERSIST Degrees rotation = 0.0f;
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rotation += (60.0f) * dt;
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
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rotation, NULL, V4(1, 1, 1, 1), flags);
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debug_drawUi(state, dt);
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debug_clearCounter();
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#endif
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renderer_renderGroups(&state->renderer);
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}
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