camera movement & formatting

This commit is contained in:
Asuro
2025-02-12 01:24:28 +01:00
parent bf2371eca0
commit 03aecb6d44
18 changed files with 1316 additions and 574 deletions

View File

@@ -1,85 +1,70 @@
#include "Level.h"
#include "Log.h"
#include "Global.h"
#include "Instance.h"
#include "Level.h"
#include "Log.h"
#include <bx/math.h>
namespace
{
void CreateTransform(float* out, Vec3 pos, Quat rot = {}, Vec3 scale = {1.0f, 1.0f, 1.0f})
{
if (out == nullptr) return;
float rMat[16]{0};
float tMat[16]{0};
float sMat[16]{0};
bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.X, rot.Y, rot.Z, rot.W});
bx::mtxTranslate(tMat, pos.X, pos.Y, pos.Z);
bx::mtxScale(sMat, scale.X, scale.Y, scale.Z);
float buf[16]{0};
bx::mtxMul(buf, rMat, sMat);
bx::mtxMul(out, buf, tMat);
}
}
namespace Game
{
void Level::Setup(GameData& data)
{
Log("Level setup");
Cubes.Setup(data.EntityStorage);
if (Cubes.Count == 0)
{
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
Cube* c = Cubes.New();
if (c)
{
c->TestX = xx;
c->TestY = yy;
}
}
}
void Level::Setup(GameData& data)
{
Log("Level setup");
Cubes.Setup(data.EntityStorage);
if (Cubes.Count == 0)
{
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx < 11; ++xx)
{
Cube* c = Cubes.New();
if (c)
{
c->TestX = xx;
c->TestY = yy;
}
}
}
Cube* floor = Cubes.New();
}
}
Cube* floor = Cubes.New();
}
}
void Level::Update()
{
Cubes.Update();
}
void Level::Update()
{
Cubes.Update();
}
void Cube::Setup()
{
}
void Cube::Setup()
{
}
void Cube::Update()
{
if (TestX >= 0 && TestY >= 0)
{
double globalTime = GetInstance().Now;
double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
if (TestX == 4 && TestY == 4)
{
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(-20.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(0.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
}
else
{
float scale = 1.0f + TestX * 0.4f;
CreateTransform(Transform.M,
Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
Quat::FromEuler(time * 10.0f + TestX, time * 5.0f * TestY, 0.0f),
{scale, scale, scale}
);
}
}
else
{
CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
}
}
}
void Cube::Update()
{
if (TestX >= 0 && TestY >= 0)
{
double globalTime = GetInstance().Now;
double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
if (TestX == 4 && TestY == 4)
{
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(-20.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
// bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(0.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
}
else
{
float scale = 1.0f + TestX * 0.4f;
Mat4::CreateTransform(Transform.M,
Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
Quat::FromEuler(time * 10.0f + TestX, time * 5.0f * TestY, 0.0f),
{scale, scale, scale});
}
}
else
{
Mat4::CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
}
}
} // namespace Game