puzzle ui positioning

This commit is contained in:
Asuro
2025-03-31 17:51:57 +02:00
parent 5a3739db0a
commit ae069c4949
2 changed files with 10 additions and 6 deletions

View File

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

View File

@@ -142,8 +142,8 @@ namespace Game
struct WorldPuzzle
{
static constexpr Gen::Vec2 WorldCardSize{10.0f, 10.0f};
static constexpr float UICardOffset = 0.21f;
static constexpr float UICardScale = 0.1f;
static constexpr float UICardScale = 0.05f;
static constexpr float UICardOffset = 2.1f * UICardScale;
Gen::PuzzleData Data;
Gen::Vec3 WorldPosition;
PuzzleTileEntityHandle TileHandles[Puzzle::Config::MaxCardsInPuzzle];