puzzle ui positioning
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@@ -353,9 +353,14 @@ namespace Game
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UpdateMatrix(camTransform);
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UpdateMatrix(camTransform);
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Vec3 cameraPos = camTransform.Position;
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Vec3 cameraPos = camTransform.Position;
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Vec2 uiOffset = Vec2{static_cast<float>(Data.WidthTiles / Puzzle::Config::CardSize - 1),
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static_cast<float>(Data.HeightTiles / Puzzle::Config::CardSize) - 1};
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uiOffset *= -UICardOffset * 0.5f;
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Transform& boardTransform = level.UIQuads.Get(level.TabletHandle).EData.Transform;
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Transform& boardTransform = level.UIQuads.Get(level.TabletHandle).EData.Transform;
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Transform tileOriginTransform = boardTransform;
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Transform tileOriginTransform = boardTransform;
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tileOriginTransform.Position += AxisForward(camTransform.M) * -0.01f;
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tileOriginTransform.Position += AxisForward(camTransform.M) * -0.01f;
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TranslateLocal(tileOriginTransform, Vec3{uiOffset.x, 0.0f, uiOffset.y} * 1.0f);
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UpdateMatrix(tileOriginTransform);
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UpdateMatrix(tileOriginTransform);
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Vec2 mousePos = GetMousePos();
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Vec2 mousePos = GetMousePos();
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@@ -384,7 +389,7 @@ namespace Game
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bool isValid = Puzzle::IsValid(card.RefCard);
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bool isValid = Puzzle::IsValid(card.RefCard);
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// Tile
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// World Tile
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tile.EData.Visible = true;
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tile.EData.Visible = true;
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tile.EData.ModelH = isValid ? staticCards[card.RefCard.Idx].ModelHandle : staticCards[0].ModelHandle;
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tile.EData.ModelH = isValid ? staticCards[card.RefCard.Idx].ModelHandle : staticCards[0].ModelHandle;
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tile.EData.DotColor = visuals.TileDotColor;
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tile.EData.DotColor = visuals.TileDotColor;
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@@ -402,7 +407,7 @@ namespace Game
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tile.EData.Transform.Position = cardPos;
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tile.EData.Transform.Position = cardPos;
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bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
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bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
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// Quad
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// UI Quad
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quad.EData.Visible = isValid;
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quad.EData.Visible = isValid;
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quad.EData.TextureHandle =
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quad.EData.TextureHandle =
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isValid ? staticCards[card.RefCard.Idx].BoardTextureHandle : Gen::TextureHandle{};
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isValid ? staticCards[card.RefCard.Idx].BoardTextureHandle : Gen::TextureHandle{};
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@@ -412,8 +417,7 @@ namespace Game
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quad.EData.Transform.Position = tileOriginTransform.Position;
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quad.EData.Transform.Position = tileOriginTransform.Position;
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quad.EData.Transform.Rotation = camTransform.Rotation;
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quad.EData.Transform.Rotation = camTransform.Rotation;
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TranslateLocal(quad.EData.Transform,
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TranslateLocal(quad.EData.Transform,
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Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * UICardOffset *
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Vec3{(float)card.Position.X, (float)card.Position.Y, 0.0f} * UICardOffset * UICardScale);
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0.1f); // no clue where the 0.1 comes from
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Rotate(quad.EData.Transform, Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - card.Rotation * 0.5f) * bx::kPi});
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Rotate(quad.EData.Transform, Vec3{bx::kPi * 0.5f, 0.0f, (1.0f - card.Rotation * 0.5f) * bx::kPi});
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quad.EData.Transform.Scale = {UICardScale, UICardScale, UICardScale};
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quad.EData.Transform.Scale = {UICardScale, UICardScale, UICardScale};
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@@ -142,8 +142,8 @@ namespace Game
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struct WorldPuzzle
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struct WorldPuzzle
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{
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{
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static constexpr Gen::Vec2 WorldCardSize{10.0f, 10.0f};
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static constexpr Gen::Vec2 WorldCardSize{10.0f, 10.0f};
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static constexpr float UICardOffset = 0.21f;
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static constexpr float UICardScale = 0.05f;
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static constexpr float UICardScale = 0.1f;
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static constexpr float UICardOffset = 2.1f * UICardScale;
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Gen::PuzzleData Data;
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Gen::PuzzleData Data;
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Gen::Vec3 WorldPosition;
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Gen::Vec3 WorldPosition;
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PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
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PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];
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