rotation fix

This commit is contained in:
Asuro
2025-06-21 10:57:36 +02:00
parent 3ccbbf493f
commit d6bec9e870
18 changed files with 84 additions and 46 deletions

View File

@@ -218,6 +218,16 @@ namespace Game
}
}
bool IsInPuzzle(WorldPuzzle& puz, Vec3 worldPos)
{
Vec3 offsetToPuzzle = worldPos - puz.WorldPosition + (Vec3{0.5f, 0.0f, 0.5f} * Puzzle::Config::CardScaleWorld);
Vec3 scaledOffset = offsetToPuzzle / Puzzle::Config::CardScaleWorld;
int32_t offsetX = (int32_t)bx::floor(scaledOffset.x);
int32_t offsetY = (int32_t)bx::floor(scaledOffset.z);
return (offsetX >= 0 && offsetX < puz.Data.WidthTiles / 2 && offsetY >= -1 &&
offsetY < puz.Data.HeightTiles / 2);
}
bool IsOnGround(Level& level, Vec3 worldPos)
{
for (auto& puz : level.Puzzles)
@@ -226,7 +236,10 @@ namespace Game
worldPos - puz.WorldPosition + (Vec3{0.5f, 0.0f, 0.5f} * Puzzle::Config::CardScaleWorld);
Vec3 scaledOffset = offsetToPuzzle / Puzzle::Config::CardScaleWorld;
int32_t offsetX = (int32_t)bx::floor(scaledOffset.x);
int32_t offsetY = (int32_t)bx::floor(scaledOffset.z);
int32_t offsetY = puz.Data.HeightTiles / 2 - (int32_t)bx::floor(scaledOffset.z) - 1;
float fracOffsetX = scaledOffset.x - offsetX;
float fracOffsetY = scaledOffset.z - bx::floor(scaledOffset.z);
if (offsetX >= 0 && offsetX < puz.Data.WidthTiles / 2 && offsetY >= 0 && offsetY < puz.Data.HeightTiles / 2)
{
auto& card = puz.Data.PlacedCards[offsetY * Puzzle::Config::MaxPuzzleSizeCards + offsetX];
@@ -243,8 +256,6 @@ namespace Game
}
auto& heightmap = GameRendering::Get().Models[refCard.BaseModelHandle.ModelIdx].Height;
float fracOffsetX = scaledOffset.x - offsetX;
float fracOffsetY = scaledOffset.z - offsetY;
int32_t xPos = (int32_t)(fracOffsetX * heightmap.Width);
int32_t yPos = (int32_t)(fracOffsetY * heightmap.Height);
@@ -255,7 +266,7 @@ namespace Game
height = heightmap.Values[yPos * heightmap.Width + xPos];
break;
case 1:
height = heightmap.Values[(heightmap.Height - xPos - 1) * heightmap.Width + yPos];
height = heightmap.Values[xPos * heightmap.Width + (heightmap.Height - yPos - 1)];
break;
case 2:
height =
@@ -263,7 +274,7 @@ namespace Game
.Values[(heightmap.Height - yPos - 1) * heightmap.Width + (heightmap.Width - xPos - 1)];
break;
default:
height = heightmap.Values[xPos * heightmap.Width + (heightmap.Height - yPos - 1)];
height = heightmap.Values[(heightmap.Height - xPos - 1) * heightmap.Width + yPos];
break;
}
return height >= 110 && height <= 125;
@@ -387,6 +398,10 @@ namespace Game
uint16_t activeIdx = GetInstance().DebugData.SelectedDebugLevel;
for (int32_t i = 0; i < BX_COUNTOF(Puzzles); ++i)
{
if (IsInPuzzle(Puzzles[i], player.PlayerCamTransform.Position))
{
activeIdx = i;
}
Puzzles[i].IsActive = activeIdx == i;
Puzzles[i].Update();
Puzzles[i].IsSolved = solver.IsPuzzleSolved(Puzzles[i].Data);
@@ -495,6 +510,15 @@ namespace Game
LOG("finished setup!");
}
Vec3 PuzPosToWorldPos(const PuzzleData& data, int32_t x, int32_t y)
{
return {
(float)x * Puzzle::Config::CardScaleWorld,
-5.0f,
(float)(data.HeightTiles / 2 - y - 1) * Puzzle::Config::CardScaleWorld,
};
}
void WorldPuzzle::Update()
{
Level& level = GetInstance().GameLevel;
@@ -521,17 +545,13 @@ namespace Game
tile.EData.DotColor = visuals.TileDotColor;
tile.EData.BaseColor = visuals.TileBaseColor;
Vec3 cardPos = {
(float)card.Position.X * Puzzle::Config::CardScaleWorld,
-5.0f,
(float)card.Position.Y * Puzzle::Config::CardScaleWorld,
};
Vec3 cardPos = PuzPosToWorldPos(Data, card.Position.X, card.Position.Y);
if (!isValid)
{
cardPos = {x * Puzzle::Config::CardScaleWorld, -5.0f, y * Puzzle::Config::CardScaleWorld};
cardPos = PuzPosToWorldPos(Data, x, y);
}
tile.EData.Transform.Position = cardPos + WorldPosition;
bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * -0.5f);
// Covers
if (IsValid(staticCard.BaseModelHandle))

View File

@@ -1,7 +1,6 @@
#include "../gen/Def.h"
#include "Gen.h"
#include "Global.h"
#include "Instance.h"
#include "Log.h"
#include "Puzzle.h"

View File

@@ -678,16 +678,22 @@ namespace Tools
ImGui::Text("Anleitung:");
ImGui::Text("Bewege dich mit");
ImGui::SameLine();
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "W, A, S, D");
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "W, A, S, D");
ImGui::SameLine();
ImGui::Text("und schau dich um mit der");
ImGui::SameLine();
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Maus.");
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Maus.");
ImGui::Text("Drücke");
ImGui::SameLine();
ImGui::TextColored({1.0f, 0.8f, 0.8f, 1.0f}, "Leertaste");
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Leertaste");
ImGui::SameLine();
ImGui::Text("um den Spielplan zu öffnen.");
ImGui::Text("Auf dem Spielplan kannst du Karten verschieben.");
ImGui::Text("Mit");
ImGui::SameLine();
ImGui::TextColored({1.0f, 0.6f, 0.6f, 1.0f}, "Rechter Maustaste");
ImGui::SameLine();
ImGui::Text("kannst du Karten drehen.");
ImGui::Text("");
auto& inflowTexture = rendering.Textures[10];
auto& outflowTexture = rendering.Textures[9];

View File

@@ -124,6 +124,22 @@ namespace Game
WorldPuzzleUI::UICardScale * WorldPuzzleUI::UICardScale;
}
Vec3 CardPosToUIPos(const Gen::PuzzleData& data, int32_t cardX, int32_t cardY)
{
return Vec3{(float)cardX, (float)(data.HeightTiles / 2 - cardY - 1), -0.3f} * WorldPuzzleUI::UICardOffset *
WorldPuzzleUI::UICardScale -
CalcBoardOffset(data);
}
void UIPosToCardPos(const Gen::PuzzleData& data, Vec3 uiPos, int32_t& cardXOut, int32_t& cardYOut)
{
Vec3 boardOffset = CalcBoardOffset(data) / WorldPuzzleUI::UICardScale;
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, uiPos);
Vec3 boardTilePos = (boardPos + boardOffset) / WorldPuzzleUI::UICardOffset;
cardXOut = (int32_t)bx::round(boardTilePos.x);
cardYOut = data.HeightTiles / 2 - (int32_t)bx::round(boardTilePos.y) - 1;
}
void WorldPuzzleUI::UpdateAvailableCards(Gen::PuzzleData& Data)
{
auto& level = GetInstance().GameLevel;
@@ -169,11 +185,9 @@ namespace Game
dragPos += StaticData.ZAxis * -0.01f;
quad.EData.Transform.Position = dragPos;
Vec3 boardOffset = CalcBoardOffset(Data) / WorldPuzzleUI::UICardScale;
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, quadPlaneIntersectPos);
Vec3 boardTilePos = (boardPos + boardOffset) / UICardOffset;
int32_t xPos = (int32_t)bx::round(boardTilePos.x);
int32_t yPos = (int32_t)bx::round(boardTilePos.y);
int32_t xPos;
int32_t yPos;
UIPosToCardPos(Data, quadPlaneIntersectPos, xPos, yPos);
if (!GetMouseButton(MouseButton::Left))
{
@@ -219,9 +233,8 @@ namespace Game
bool isLocked = GetFlag(card.Flags, PlacedPuzzleCardFlags::Locked);
auto& quad = level.UIQuads.Get(UIPlacedCards[cardIdx]);
quad.UIPos = Vec3{(float)card.Position.X, (float)card.Position.Y, -0.3f} * UICardOffset * UICardScale;
quad.UIPos -= boardOffset;
quad.UIRot = card.Rotation * bx::kPi * 0.5f;
quad.UIPos = CardPosToUIPos(Data, card.Position.X, card.Position.Y);
quad.UIRot = card.Rotation * bx::kPi * -0.5f;
UpdateQuad(level.UIQuads, UIPlacedCards[cardIdx]);
quad.EData.Visible = isValid;
@@ -253,10 +266,9 @@ namespace Game
dragPos += StaticData.ZAxis * -0.01f;
quad.EData.Transform.Position = dragPos;
Vec3 boardPos = GlobalToLocalPoint(StaticData.UITransform, quadPlaneIntersectPos);
Vec3 boardTilePos = boardPos / UICardOffset;
int32_t xPos = (int32_t)bx::round(boardTilePos.x);
int32_t yPos = (int32_t)bx::round(boardTilePos.y);
int32_t xPos;
int32_t yPos;
UIPosToCardPos(Data, quadPlaneIntersectPos, xPos, yPos);
Gen::PuzPos srcCardPos = {(int8_t)DraggedCard.X, (int8_t)DraggedCard.Y};
Gen::PlacedPuzzleCard& srcCard =
Data.PlacedCards[srcCardPos.Y * Puzzle::Config::MaxPuzzleSizeCards + srcCardPos.X];

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