Initial add of proper transforms
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8bef401be4
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@ -1197,6 +1197,15 @@ static inline HMM_Mat3 HMM_DivM3F(HMM_Mat3 Matrix, float Scalar) {
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return Result;
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return Result;
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}
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}
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static inline HMM_Mat3 HMM_ScaleM3(HMM_Vec2 Scale) {
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HMM_Mat3 Result = HMM_M3D(1.0f);
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Result.Elements[0][0] = Scale.X;
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Result.Elements[1][1] = Scale.Y;
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return Result;
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}
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static inline float HMM_DeterminantM3(HMM_Mat3 Matrix) {
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static inline float HMM_DeterminantM3(HMM_Mat3 Matrix) {
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HMM_Mat3 Cross;
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HMM_Mat3 Cross;
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@ -55,6 +55,42 @@ struct gameobject *shape2go(cpShape *shape)
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return id2go(shape2gameobject(shape));
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return id2go(shape2gameobject(shape));
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}
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}
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HMM_Vec2 go2pos(struct gameobject *go)
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{
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cpVect p = cpBodyGetPosition(go->body);
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return (HMM_Vec2){p.x, p.y};
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}
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float go2angle(struct gameobject *go)
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{
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return cpBodyGetAngle(go->body);
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}
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transform2d mat2transform2d(HMM_Mat3 mat)
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{
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}
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HMM_Mat3 transform2d2mat(transform2d t)
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{
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HMM_Mat3 m = HMM_M3D(1);
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HMM_Mat3 p = HMM_M3D(1);
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p.Columns[2].X = t.pos.X;
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p.Columns[2].Y = t.pos.Y;
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HMM_Mat3 s = HMM_M3D(1);
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s.Columns[0].X = t.scale.X;
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s.Columns[1].Y = t.scale.Y;
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HMM_Mat3 r = HMM_M3D(1);
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r.Columns[0] = (HMM_Vec3){cos(t.angle), sin(t.angle), 0};
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r.Columns[1] = (HMM_Vec3){-sin(t.angle), cos(t.angle), 0};
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m = HMM_MulM3(s, r);
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m = HMM_MulM3(m, p);
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return m;
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}
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int pos2gameobject(cpVect pos) {
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int pos2gameobject(cpVect pos) {
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cpShape *hit = phys2d_query_pos(pos);
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cpShape *hit = phys2d_query_pos(pos);
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@ -85,6 +121,16 @@ void gameobject_set_sensor(int id, int sensor) {
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gameobject_apply(id2go(id));
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gameobject_apply(id2go(id));
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}
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}
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transform2d go2t(gameobject *go)
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{
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transform2d t;
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cpVect p = cpBodyGetPosition(go->body);
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t.pos.X = p.x; t.pos.Y = p.y;
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t.angle = cpBodyGetAngle(go->body);
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t.scale = (HMM_Vec2){go->scale, go->scale};
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return t;
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}
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int go2id(struct gameobject *go) {
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int go2id(struct gameobject *go) {
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return id_from_gameobject(go);
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return id_from_gameobject(go);
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}
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}
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@ -158,7 +204,7 @@ static void gameobject_setpickcolor(struct gameobject *go) {
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static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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static void velocityFn(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt)
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{
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{
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struct gameobject *go = id2go(cpBodyGetUserData(body));
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struct gameobject *go = id2go((int)cpBodyGetUserData(body));
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if (!go)
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if (!go)
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cpBodyUpdateVelocity(body,gravity,damping,dt);
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cpBodyUpdateVelocity(body,gravity,damping,dt);
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@ -13,7 +13,16 @@ struct shader;
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struct sprite;
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struct sprite;
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struct component;
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struct component;
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struct gameobject {
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typedef struct transform2d {
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HMM_Vec2 pos;
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HMM_Vec2 scale;
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double angle;
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} transform2d;
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transform2d mat2transform2d(HMM_Mat3 mat);
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HMM_Mat3 transform2d2mat(transform2d t);
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typedef struct gameobject {
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cpBodyType bodytype;
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cpBodyType bodytype;
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int next;
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int next;
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float scale;
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float scale;
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@ -35,7 +44,10 @@ struct gameobject {
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struct phys_cbs cbs;
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struct phys_cbs cbs;
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struct shape_cb *shape_cbs;
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struct shape_cb *shape_cbs;
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JSValue ref;
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JSValue ref;
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};
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HMM_Mat3 transform;
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struct gameobject *master;
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transform2d t; /* The local transformation of this object */
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} gameobject;
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extern struct gameobject *gameobjects;
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extern struct gameobject *gameobjects;
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@ -46,6 +58,10 @@ void gameobjects_cleanup();
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void gameobject_set_sensor(int id, int sensor);
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void gameobject_set_sensor(int id, int sensor);
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HMM_Vec2 go2pos(struct gameobject *go);
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float go2angle(struct gameobject *go);
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transform2d go2t(gameobject *go);
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struct gameobject *get_gameobject_from_id(int id);
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struct gameobject *get_gameobject_from_id(int id);
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struct gameobject *id2go(int id);
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struct gameobject *id2go(int id);
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int id_from_gameobject(struct gameobject *go);
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int id_from_gameobject(struct gameobject *go);
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@ -12,6 +12,7 @@
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#include <string.h>
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#include <string.h>
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#include <ctype.h>
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#include <ctype.h>
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#include <limits.h>
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#include <limits.h>
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#include "HandmadeMath.h"
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#include "sprite.sglsl.h"
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#include "sprite.sglsl.h"
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#include "9slice.sglsl.h"
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#include "9slice.sglsl.h"
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@ -191,7 +192,7 @@ void sprite_initialize() {
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}
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}
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/* offset given in texture offset, so -0.5,-0.5 results in it being centered */
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/* offset given in texture offset, so -0.5,-0.5 results in it being centered */
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void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM_Vec2 offset, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale) {
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void tex_draw(struct Texture *tex, HMM_Mat3 m, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale) {
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struct sprite_vert verts[4];
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struct sprite_vert verts[4];
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HMM_Vec2 sposes[4] = {
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HMM_Vec2 sposes[4] = {
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@ -201,19 +202,22 @@ void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM
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{1.0,1.0},
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{1.0,1.0},
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};
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};
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HMM_Mat2 rot = HMM_RotateM2(angle);
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HMM_Vec2 t_scale = {
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HMM_Vec2 t_scale = {
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tex->width * st_s_w(r) * size.X,
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tex->width * st_s_w(r), //*size.X;
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tex->height * st_s_h(r) * size.Y
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tex->height * st_s_h(r) // * size.Y
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};
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};
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m = HMM_MulM3(m, HMM_ScaleM3(t_scale));
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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sposes[i] = HMM_AddV2(sposes[i], offset);
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/* sposes[i] = HMM_AddV2(sposes[i], offset);
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sposes[i] = HMM_MulV2(sposes[i], t_scale);
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sposes[i] = HMM_MulV2(sposes[i], t_scale);
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sposes[i] = HMM_MulM2V2(rot, sposes[i]);
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sposes[i] = HMM_MulM2V2(rot, sposes[i]);
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sposes[i] = HMM_AddV2(sposes[i], pos);
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sposes[i] = HMM_AddV2(sposes[i], pos);
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verts[i].pos = sposes[i];
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verts[i].pos = sposes[i];
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*/
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HMM_Vec3 v = HMM_MulM3V3(m, (HMM_Vec3){sposes[i].X, sposes[i].Y, 1.0});
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verts[i].pos = (HMM_Vec2){v.X, v.Y};
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verts[i].color = color;
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verts[i].color = color;
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}
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}
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if (!wrap) {
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if (!wrap) {
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@ -226,10 +230,10 @@ void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM
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verts[3].uv.X = r.s1;
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verts[3].uv.X = r.s1;
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verts[3].uv.Y = r.t0;
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verts[3].uv.Y = r.t0;
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} else {
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} else {
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verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size);
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// verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size);
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verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size);
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// verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size);
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verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size);
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// verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size);
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verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size);
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// verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size);
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset);
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verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset);
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@ -250,9 +254,13 @@ void sprite_draw(struct sprite *sprite) {
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if (sprite->tex) {
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if (sprite->tex) {
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cpVect cpos = cpBodyGetPosition(go->body);
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cpVect cpos = cpBodyGetPosition(go->body);
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HMM_Vec2 pos = {cpos.x, cpos.y};
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HMM_Vec2 pos = (HMM_Vec2){cpos.x, cpos.y};
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HMM_Vec2 size = {sprite->size.X * go->scale * go->flipx, sprite->size.Y * go->scale * go->flipy};
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HMM_Vec2 size = (HMM_Vec2){sprite->size.X * go->scale * go->flipx, sprite->size.Y * go->scale * go->flipy};
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color, 0, pos, 0);
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transform2d t = go2t(id2go(sprite->go));
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HMM_Mat3 m = transform2d2mat(t);
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m.Columns[2].X += sprite->pos.X;
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m.Columns[2].Y += sprite->pos.Y;
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tex_draw(sprite->tex, transform2d2mat(t), sprite->frame, sprite->color, 0, pos, 0);
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}
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}
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}
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}
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@ -266,8 +274,11 @@ void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, in
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sg_apply_pipeline(pip_sprite);
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
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struct Texture *tex = texture_loadfromfile(img);
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struct Texture *tex = texture_loadfromfile(img);
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HMM_Vec2 offset = {0.f, 0.f};
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transform2d t;
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tex_draw(tex, pos, angle, scale, offset, tex_get_rect(tex), color, wrap, wrapoffset, wrapscale);
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t.pos = pos;
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t.angle = angle;
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t.scale = scale;
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tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale);
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}
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}
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void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
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void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
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