Add Asteroid sizing and asteroid split on destroy
This commit is contained in:
parent
ea6ea02404
commit
6bc37dbe44
215
src/Asteroid.c
215
src/Asteroid.c
@ -341,6 +341,14 @@ INTERNAL u32 moveEntity(World *world, MemoryArena_ *transientArena,
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newPos = (a*t^2)/2 + oldVelocity*t + oldPos
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*/
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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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// + 1^2 = c^2
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ddP = v2_scale(ddP, 0.70710678118f);
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}
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ddP = v2_scale(ddP, world->pixelsPerMeter * ddPSpeed);
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v2 oldDp = entity->dP;
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v2 resistance = v2_scale(oldDp, 2.0f);
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@ -418,39 +426,133 @@ INTERNAL u32 moveEntity(World *world, MemoryArena_ *transientArena,
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return collisionIndex;
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}
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INTERNAL void addAsteroid(World *world, v2 windowSize)
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enum AsteroidSize
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{
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asteroidsize_small,
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asteroidsize_medium,
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asteroidsize_large,
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asteroidsize_count,
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};
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typedef struct {
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v2 pos;
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v2 dP;
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enum Direction direction;
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} AsteroidSpec;
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INTERNAL void addAsteroidWithSpec(World *world, enum AsteroidSize asteroidSize,
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AsteroidSpec *spec)
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{
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world->asteroidCounter++;
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enum EntityType type;
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v2 size;
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v2 **vertexCache = NULL;
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if (asteroidSize == asteroidsize_small)
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{
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size = V2i(25, 25);
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type = entitytype_asteroid_small;
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vertexCache = world->asteroidSmallVertexCache;
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}
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else if (asteroidSize == asteroidsize_medium)
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{
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size = V2i(50, 50);
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type = entitytype_asteroid_medium;
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vertexCache = world->asteroidMediumVertexCache;
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}
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else if (asteroidSize == asteroidsize_large)
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{
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type = entitytype_asteroid_large;
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size = V2i(100, 100);
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vertexCache = world->asteroidLargeVertexCache;
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}
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else
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{
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ASSERT(INVALID_CODE_PATH);
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}
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Entity *asteroid = &world->entityList[world->entityIndex++];
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asteroid->id = world->entityIdCounter++;
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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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if (!spec)
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{
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i32 randX = (randValue % (i32)world->worldSize.w);
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i32 randY = (randValue % (i32)world->worldSize.h);
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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->type = entitytype_asteroid;
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asteroid->direction = direction_null;
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asteroid->renderMode = rendermode_polygon;
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v2 midpoint = v2_scale(world->worldSize, 0.5f);
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Rect topLeftQuadrant = {V2(0, midpoint.y),
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V2(midpoint.x, world->worldSize.y)};
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Rect botLeftQuadrant = {V2(0, 0), midpoint};
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Rect topRightQuadrant = {midpoint, world->worldSize};
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Rect botRightQuadrant = {V2(midpoint.x, 0),
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V2(world->worldSize.x, midpoint.y)};
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// NOTE(doyle): Off-screen so asteroids "float" into view. There's no
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// particular order, just pushing things offscreen when they get
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// generated
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// to float back into game space
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v2 newP = V2i(randX, randY);
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if (math_pointInRect(topLeftQuadrant, newP))
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{
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newP.y += midpoint.y;
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}
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else if (math_pointInRect(botLeftQuadrant, newP))
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{
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newP.x -= midpoint.x;
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}
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else if (math_pointInRect(topRightQuadrant, newP))
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{
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newP.y -= midpoint.y;
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}
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else if (math_pointInRect(botRightQuadrant, newP))
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{
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newP.x += midpoint.x;
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}
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else
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{
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ASSERT(INVALID_CODE_PATH);
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}
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asteroid->pos = newP;
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asteroid->direction = direction_null;
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}
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else
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{
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asteroid->pos = spec->pos;
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asteroid->direction = spec->direction;
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}
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asteroid->size = size;
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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->type = type;
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asteroid->renderMode = rendermode_polygon;
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asteroid->numVertexPoints = 10;
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i32 cacheIndex = randValue % ARRAY_COUNT(world->asteroidVertexCache);
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if (!world->asteroidVertexCache[cacheIndex])
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i32 cacheIndex = randValue % ARRAY_COUNT(world->asteroidSmallVertexCache);
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ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
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ARRAY_COUNT(world->asteroidMediumVertexCache));
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ASSERT(ARRAY_COUNT(world->asteroidSmallVertexCache) ==
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ARRAY_COUNT(world->asteroidLargeVertexCache));
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if (!vertexCache[cacheIndex])
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{
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world->asteroidVertexCache[cacheIndex] = createAsteroidVertexList(
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vertexCache[cacheIndex] = createAsteroidVertexList(
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&world->entityArena, asteroid->numVertexPoints,
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(i32)(asteroid->size.w * 0.5f));
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}
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asteroid->vertexPoints = world->asteroidVertexCache[cacheIndex];
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asteroid->vertexPoints = vertexCache[cacheIndex];
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asteroid->color = V4(0.0f, 0.5f, 0.5f, 1.0f);
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}
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INTERNAL void addAsteroid(World *world, enum AsteroidSize asteroidSize)
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{
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addAsteroidWithSpec(world, asteroidSize, NULL);
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}
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INTERNAL void addBullet(World *world, Entity *shooter)
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{
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Entity *bullet = &world->entityList[world->entityIndex++];
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@ -570,9 +672,18 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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{ // Global Collision Rules
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setCollisionRule(world, entitytype_ship, entitytype_asteroid, TRUE);
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setCollisionRule(world, entitytype_bullet, entitytype_asteroid,
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setCollisionRule(world, entitytype_ship, entitytype_asteroid_small,
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TRUE);
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setCollisionRule(world, entitytype_ship, entitytype_asteroid_medium,
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TRUE);
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setCollisionRule(world, entitytype_ship, entitytype_asteroid_large,
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TRUE);
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setCollisionRule(world, entitytype_bullet,
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entitytype_asteroid_small, TRUE);
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setCollisionRule(world, entitytype_bullet,
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entitytype_asteroid_medium, TRUE);
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setCollisionRule(world, entitytype_bullet,
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entitytype_asteroid_large, TRUE);
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}
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world->camera.min = V2(0, 0);
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@ -586,7 +697,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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for (u32 i = world->asteroidCounter; i < world->numAsteroids; i++)
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addAsteroid(world, windowSize);
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addAsteroid(world, (rand() % asteroidsize_count));
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{
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KeyState *keys = state->input.keys;
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@ -616,7 +727,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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if (getKeyStatus(&state->input.keys[keycode_left_square_bracket],
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readkeytype_repeat, 0.2f, dt))
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{
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addAsteroid(world, windowSize);
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addAsteroid(world, (rand() % asteroidsize_count));
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}
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ASSERT(world->entityList[0].id == NULL_ENTITY_ID);
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@ -674,14 +785,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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}
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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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// + 1^2 = c^2
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ddP = v2_scale(ddP, 0.70710678118f);
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}
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ddPSpeedInMs = 25;
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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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@ -692,7 +795,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 1.0f, 1.0f, 1.0f), renderflag_no_texture);
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}
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else if (entity->type == entitytype_asteroid)
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else if (entity->type >= entitytype_asteroid_small &&
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entity->type <= entitytype_asteroid_large)
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{
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i32 randValue = rand();
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@ -704,12 +808,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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_north:
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case direction_northwest:
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{
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ddP.x = 1.0f;
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@ -718,11 +818,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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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@ -731,11 +826,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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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@ -744,11 +834,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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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@ -763,8 +848,9 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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break;
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}
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f32 dirOffset = ((randValue % 10) + 1) / 100.0f;
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v2_scale(ddP, dirOffset);
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f32 dirOffsetX = ((randValue % 10) + 1) / 100.0f;
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f32 dirOffsetY = ((randValue % 10) + 1) / 100.0f;
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v2_hadamard(ddP, V2(dirOffsetX, dirOffsetY));
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// NOTE(doyle): Make asteroids start and move at constant speed by
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// ensuring that dP is "refreshed" with non-decaying acceleration
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@ -788,7 +874,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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}
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// Loop entity around world
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/* Loop entity around world */
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if (entity->pos.y >= world->worldSize.h)
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entity->pos.y = 0;
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else if (entity->pos.y < 0)
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@ -823,8 +909,34 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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colliderB = collideEntity;
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}
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if (colliderA->type == entitytype_asteroid)
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if (colliderA->type >= entitytype_asteroid_small &&
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colliderA->type <= entitytype_asteroid_large)
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{
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if (colliderA->type == entitytype_asteroid_medium)
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{
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AsteroidSpec spec = {0};
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spec.pos = colliderA->pos;
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spec.dP = v2_scale(colliderA->dP, -1.0f);
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spec.direction = invertDirection(colliderA->direction);
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addAsteroidWithSpec(world, asteroidsize_small, &spec);
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}
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else if (colliderA->type == entitytype_asteroid_large)
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{
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AsteroidSpec spec = {0};
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spec.pos = colliderA->pos;
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spec.dP = v2_scale(colliderA->dP, -1.0f);
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spec.direction = invertDirection(colliderA->direction);
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addAsteroidWithSpec(world, asteroidsize_medium, &spec);
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spec.dP = v2_perpendicular(spec.dP);
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spec.direction = rotateDirectionWest90(spec.direction);
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addAsteroidWithSpec(world, asteroidsize_small, &spec);
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spec.dP = v2_perpendicular(colliderA->dP);
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spec.direction = invertDirection(spec.direction);
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addAsteroidWithSpec(world, asteroidsize_small, &spec);
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}
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ASSERT(colliderB->type == entitytype_bullet);
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world->entityList[collisionIndex] =
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world->entityList[--world->entityIndex];
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@ -836,7 +948,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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AudioRenderer *audioRenderer = getFreeAudioRenderer(world);
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if (audioRenderer)
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{
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char *sound;
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i32 choice = rand() % 3;
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if (choice == 0)
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@ -163,8 +163,8 @@ i32 main(void)
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*******************
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*/
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Memory memory = {0};
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MemoryIndex persistentSize = MEGABYTES(128);
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MemoryIndex transientSize = MEGABYTES(128);
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MemoryIndex persistentSize = MEGABYTES(32);
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MemoryIndex transientSize = MEGABYTES(32);
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memory.persistentSize = persistentSize;
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memory.persistent = PLATFORM_MEM_ALLOC_(NULL, persistentSize, u8);
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@ -20,8 +20,10 @@ typedef struct World
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u32 asteroidCounter;
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u32 numAsteroids;
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v2 *asteroidSmallVertexCache[3];
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v2 *asteroidMediumVertexCache[3];
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v2 *asteroidLargeVertexCache[3];
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v2 *asteroidVertexCache[10];
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v2 *bulletVertexCache;
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// TODO(doyle): Audio mixing instead of multiple renderers
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@ -23,13 +23,41 @@ enum Direction
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direction_num,
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};
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INTERNAL inline enum Direction invertDirection(enum Direction direction)
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{
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enum Direction result = (direction + 4) % direction_count;
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return result;
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}
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INTERNAL inline enum Direction rotateDirectionWest90(enum Direction direction)
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{
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enum Direction result = (direction + 2) % direction_count;
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return result;
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}
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INTERNAL inline enum Direction rotateDirectionEast90(enum Direction direction)
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{
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enum Direction result = (direction + 2) % direction_count;
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return result;
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}
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#define NULL_ENTITY_ID 0
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enum EntityType
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{
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entitytype_invalid,
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entitytype_null,
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entitytype_ship,
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entitytype_asteroid,
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// NOTE(doyle): Asteroids must be grouped since we use >= and <= logic to
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// combine asteroid logic together
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entitytype_asteroid_small,
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entitytype_asteroid_medium,
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entitytype_asteroid_large,
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entitytype_bullet,
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entitytype_count,
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};
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@ -5,10 +5,12 @@
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#include "Dengine/Common.h"
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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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#define RADIANS_TO_DEGREES(x) ((x * (180.0f / MATH_PI)))
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#define MAX(a, b) ((a) < (b) ? (b) : (a))
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#define MIN(a, b) ((a) < (b) ? (a) : (b))
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#define SQUARED(x) ((x) * (x))
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#define SQRT(x) (sqrtf(x))
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typedef f32 Radians;
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@ -137,7 +139,7 @@ INTERNAL inline v##num v##num##_scale(const v##num a, const f32 b) \
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for (i32 i = 0; i < ##num; i++) { result.e[i] = a.e[i] * b; } \
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return result; \
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} \
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INTERNAL inline v##num v##num##_mul(const v##num a, const v##num b) \
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INTERNAL inline v##num v##num##_hadamard(const v##num a, const v##num b) \
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{ \
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v##num result; \
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for (i32 i = 0; i < ##num; i++) { result.e[i] = a.e[i] * b.e[i]; } \
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