transforms
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6b28e60e3a
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2
Makefile
2
Makefile
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@ -76,7 +76,7 @@ else
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endif
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endif
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CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) -MD $(WARNING_FLAGS) -I. -DVER=\"$(VER)\" -DINFO=\"$(INFO)\" -DENABLE_SINC_MEDIUM_CONVERTER -DENABLE_SINC_FAST_CONVERTER
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CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) -MD $(WARNING_FLAGS) -I. -DVER=\"$(VER)\" -DINFO=\"$(INFO)\" #-DENABLE_SINC_MEDIUM_CONVERTER -DENABLE_SINC_FAST_CONVERTER
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# ENABLE_SINC_[BEST|FAST|MEDIUM]_CONVERTER
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# default, fast and medium available in game at runtime; best available in editor
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@ -141,7 +141,8 @@ var gameobject = {
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this.set_worldpos(this.level.this2world(x));
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},
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get pos() {
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get pos() { return cmd
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if (!this.level) return this.worldpos();
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return this.level.world2this(this.worldpos());
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},
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@ -44,24 +44,35 @@ struct gameobject *shape2go(cpShape *shape)
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return id2go(shape2gameobject(shape));
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}
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HMM_Vec2 go2pos(struct gameobject *go)
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HMM_Vec2 go_pos(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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HMM_Vec2 go_worldpos(struct gameobject *go)
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{
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HMM_Vec2 ret;
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ret.cp = cpBodyGetPosition(go->body);
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return ret;
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}
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float go_angle(struct gameobject *go) { return go_worldangle(go); }
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float go_worldangle(struct gameobject *go) { return cpBodyGetAngle(go->body); }
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float go2angle(struct gameobject *go) { return cpBodyGetAngle(go->body); }
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transform3d go2t3(gameobject *go)
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{
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transform3d t;
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HMM_Vec2 p = go2pos(go);
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HMM_Vec2 p = go_pos(go);
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t.pos.X = p.X;
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t.pos.Y = p.Y;
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t.pos.Z = go->drawlayer;
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t.scale = go->scale;
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t.scale.Z = go->scale.X;
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t.rotation = HMM_QFromAxisAngle_RH(vFWD, go2angle(go));
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t.rotation = HMM_QFromAxisAngle_RH(vFWD, go_angle(go));
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t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vRIGHT, -t.pos.Y/100), t.rotation);
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t.rotation = HMM_MulQ(HMM_QFromAxisAngle_RH(vUP, t.pos.X/100), t.rotation);
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return t;
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@ -35,8 +35,9 @@ struct component;
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typedef struct gameobject {
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cpBodyType bodytype;
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cpBody *body; /* NULL if this object is dead; has 2d position and rotation, relative to global 0 */
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HMM_Vec3 scale; /* local */
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int next;
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HMM_Vec3 scale; /* local */
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float mass;
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float f; /* friction */
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float e; /* elasticity */
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@ -48,7 +49,6 @@ typedef struct gameobject {
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float damping;
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unsigned int layer;
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cpShapeFilter filter;
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cpBody *body; /* NULL if this object is dead */
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int id;
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struct phys_cbs cbs;
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struct shape_cb *shape_cbs;
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@ -82,7 +82,11 @@ HMM_Mat3 t_world2go(struct gameobject *go);
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HMM_Mat4 t3d_go2world(struct gameobject *go);
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HMM_Mat4 t3d_world2go(struct gameobject *go);
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HMM_Vec2 go2pos(struct gameobject *go);
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HMM_Vec2 go_pos(struct gameobject *go);
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HMM_Vec2 go_worldpos(struct gameobject *go);
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//float go_angle(struct gameobject *go);
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float go_worldangle(struct gameobject *go);
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float go2angle(struct gameobject *go);
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HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos);
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@ -7,40 +7,14 @@ const transform2d t2d_unit = {
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.angle = 0
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};
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HMM_Vec3 trans_forward(const transform3d *const trans)
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{
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return HMM_QVRot(vFWD, trans->rotation);
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}
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HMM_Vec3 trans_forward(const transform3d *const trans) { return HMM_QVRot(vFWD, trans->rotation); }
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HMM_Vec3 trans_back(const transform3d *trans) { return HMM_QVRot(vBKWD, trans->rotation); }
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HMM_Vec3 trans_up(const transform3d *trans) { return HMM_QVRot(vUP, trans->rotation); }
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HMM_Vec3 trans_down(const transform3d *trans) { return HMM_QVRot(vDOWN, trans->rotation); }
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HMM_Vec3 trans_right(const transform3d *trans) { return HMM_QVRot(vRIGHT, trans->rotation); }
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HMM_Vec3 trans_left(const transform3d *trans) { return HMM_QVRot(vLEFT, trans->rotation); }
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HMM_Vec3 trans_back(const transform3d *trans)
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{
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return HMM_QVRot(vBKWD, trans->rotation);
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}
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HMM_Vec3 trans_up(const transform3d *trans)
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{
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return HMM_QVRot(vUP, trans->rotation);
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}
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HMM_Vec3 trans_down(const transform3d *trans)
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{
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return HMM_QVRot(vDOWN, trans->rotation);
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}
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HMM_Vec3 trans_right(const transform3d *trans)
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{
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return HMM_QVRot(vRIGHT, trans->rotation);
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}
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HMM_Vec3 trans_left(const transform3d *trans)
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{
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return HMM_QVRot(vLEFT, trans->rotation);
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}
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HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos)
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{
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return HMM_MulM3V3(m, (HMM_Vec3){pos.x, pos.y, 0}).XY;
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}
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HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos) { return HMM_MulM3V3(m, (HMM_Vec3){pos.x, pos.y, 0}).XY; }
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HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir)
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{
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@ -48,10 +22,13 @@ HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir)
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return HMM_MulM3V3(m, (HMM_Vec3){dir.x, dir.y, 1}).XY;
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}
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos)
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{
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return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ;
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}
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HMM_Vec2 mat_up(HMM_Mat3 m) { return HMM_NormV2(m.Columns[1].XY); }
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HMM_Vec2 mat_right(HMM_Mat3 m) { return HMM_NormV2(m.Columns[0].XY); }
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float vec_angle(HMM_Vec2 a, HMM_Vec2 b) { return acos(HMM_DotV2(a,b)/(HMM_LenV2(a)*HMM_LenV2(b))); }
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float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b) { return atan2(b.x, b.y) - atan2(a.x, a.y); }
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos) { return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ; }
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
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{
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@ -29,6 +29,11 @@ HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
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/* Transform a direction via the matrix - does not take into account translation of matrix */
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HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir);
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HMM_Vec2 mat_up(HMM_Mat3 m);
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HMM_Vec2 mat_right(HMM_Mat3 m);
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float vec_angle(HMM_Vec2 a, HMM_Vec2 b);
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float vec_dirangle(HMM_Vec2 a, HMM_Vec2 b);
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
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