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This commit is contained in:
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82da88509a
commit
b479bf1988
9 changed files with 208 additions and 105 deletions
17
camera.go
17
camera.go
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@ -29,11 +29,18 @@ func (c *Camera)RealMatrix() Matrix {
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return c.buf
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return c.buf
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}
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}
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g := Matrix{}
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g := Matrix{}
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g.Translate(-c.Position.X, -c.Position.Y)
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position := c.Position().Neg()
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g.Rotate(c.Rotation)
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around := c.Around()
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siz := c.engine.AbsWinSize()
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scale := c.Scale()
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g.Translate(c.Around.X * siz.X, c.Around.Y * siz.Y)
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rotation := c.Rotation()
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g.Scale(c.Scale.X, c.Scale.Y)
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g.Translate(-position.X, -position.Y)
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g.Rotate(rotation)
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size := c.engine.AbsWinSize()
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g.Translate(around.X * size.X, around.Y * size.Y)
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g.Scale(scale.X, scale.Y)
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c.buf = g
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c.buf = g
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c.buffered = true
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c.buffered = true
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@ -11,14 +11,15 @@ type Circle struct {
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Colority
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Colority
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Antialiasity
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Antialiasity
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Layer
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Layer
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Radius Float
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}
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}
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func (circle *Circle) Draw(c *Context) []EVertex {
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func (circle *Circle) Draw(c *Context) []EVertex {
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rPos := circle.Position.Apply(c.Camera.RealMatrix())
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rPos := circle.Position().Apply(c.Camera.RealMatrix())
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vector.DrawFilledCircle(
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vector.DrawFilledCircle(
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c.Image,
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c.Image,
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float32(rPos.X), float32(rPos.Y),
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float32(rPos.X), float32(rPos.Y),
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float32(circle.Rotation),
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float32(circle.Radius),
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circle.Color,
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circle.Color,
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circle.Antialias,
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circle.Antialias,
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)
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)
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@ -13,6 +13,9 @@ type Debug struct {
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func (d *Debug) Draw(c *Context) []gg.EVertex {
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func (d *Debug) Draw(c *Context) []gg.EVertex {
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e := c.Engine
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e := c.Engine
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relTri := tri.Rel()
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relPlayer := player.Rel()
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keyStrs := []string{}
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keyStrs := []string{}
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"counter: %d", counter,
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"counter: %d", counter,
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@ -30,20 +33,20 @@ func (d *Debug) Draw(c *Context) []gg.EVertex {
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"frame: %d", int(c.Frame()),
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"frame: %d", int(c.Frame()),
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"relPlayerPos: %v", player.Position,
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"relPlayerPos: %v", relPlayer.Position(),
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"absPlayerPos: %v", player.AbsPosition(),
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"absPlayerPos: %v", player.Position(),
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"relTriPos: %v", tri.Position,
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"relTriPos: %v", tri.Position(),
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"absTriPos: %v", tri.AbsPosition(),
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"absTriPos: %v", relTri.Position(),
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"absTriRot: %v", gg.Degree(tri.AbsRotation()),
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"absTriRot: %v", gg.Degree(tri.Rotation()),
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))
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))
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keys := []string{}
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keys := []string{}
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@ -71,8 +74,8 @@ func (d *Debug) Draw(c *Context) []gg.EVertex {
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keyStrs = append(keyStrs, fmt.Sprintf(
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keyStrs = append(keyStrs, fmt.Sprintf(
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"camera position: %v %v",
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"camera position: %v %v",
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c.Camera.Position.X,
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c.Camera.Position().X,
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c.Camera.Position.Y,
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c.Camera.Position().Y,
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))
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))
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keyStrs = append(keyStrs, fmt.Sprintf("realCursorPos: %v", e.CursorPosition()))
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keyStrs = append(keyStrs, fmt.Sprintf("realCursorPos: %v", e.CursorPosition()))
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keyStrs = append(keyStrs, fmt.Sprintf("absCursorPos: %v", e.AbsCursorPosition()))
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keyStrs = append(keyStrs, fmt.Sprintf("absCursorPos: %v", e.AbsCursorPosition()))
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@ -18,8 +18,8 @@ type Player struct {
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func NewPlayer() *Player {
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func NewPlayer() *Player {
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ret := &Player{}
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ret := &Player{}
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ret.Transform = gg.T()
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ret.Transform = gg.T()
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ret.Scale = gg.V2(1)
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ret.SetScale(gg.V2(1))
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ret.Around = gg.V2(.5)
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ret.SetAround(gg.V2(.5))
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ret.MoveSpeed = 40.
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ret.MoveSpeed = 40.
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ret.ScaleSpeed = .2
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ret.ScaleSpeed = .2
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ret.Animations = playerAnimations
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ret.Animations = playerAnimations
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@ -48,7 +48,7 @@ func (p *Player) Draw(c *Context) []gg.EVertex {
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}
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}
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func (p *Player) Update(c *Context) {
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func (p *Player) Update(c *Context) {
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p.Position.Y += 2
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p.SetPosition(p.Position().Sub(gg.Y(2)))
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if p.Spawned {
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if p.Spawned {
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return
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return
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}
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}
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@ -62,25 +62,30 @@ func (p *Player) Update(c *Context) {
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for _, v := range keys {
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for _, v := range keys {
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switch v {
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switch v {
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case gg.KeyQ:
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case gg.KeyQ:
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p.Scale = p.Scale.Add(gg.V(p.ScaleSpeed*dt, 0))
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p.SetScale(
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p.Scale().Add(
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gg.X(p.ScaleSpeed*dt),
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),
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)
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case gg.KeyArrowUp:
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case gg.KeyArrowUp:
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cam.Position.Y += p.MoveSpeed * dt
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cam.Move(gg.Y(-p.MoveSpeed * dt))
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case gg.KeyArrowLeft:
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cam.Position.X -= p.MoveSpeed * dt
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case gg.KeyArrowDown:
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case gg.KeyArrowDown:
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cam.Position.Y -= p.MoveSpeed * dt
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cam.Move(gg.Y(p.MoveSpeed * dt))
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case gg.KeyArrowLeft:
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cam.Move(gg.X(-p.MoveSpeed*dt))
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case gg.KeyArrowRight:
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case gg.KeyArrowRight:
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cam.Position.X += p.MoveSpeed * dt
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cam.Move(gg.X(p.MoveSpeed * dt))
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case gg.KeyW:
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case gg.KeyW:
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p.Position.Y -= p.MoveSpeed * dt*10
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p.Move(gg.Y(p.MoveSpeed * dt*10))
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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case gg.KeyA:
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case gg.KeyA:
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p.Position.X -= p.MoveSpeed * dt
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p.Move(gg.X(-MoveSpeed * dt))
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p.Scale.X = -1
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p.SetScale(gg.V(-1, 1)
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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case gg.KeyS:
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case gg.KeyS:
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p.Move(gg.X(-MoveSpeed * dt))
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p.Position.Y -= p.MoveSpeed * dt
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p.Position.Y -= p.MoveSpeed * dt
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walking = true
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walking = true
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p.Animate(Walk)
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p.Animate(Walk)
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@ -145,7 +145,7 @@ func (c *Engine) RealWinSize() Vector {
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}
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}
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func (c *Engine) AbsWinSize() Vector {
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func (c *Engine) AbsWinSize() Vector {
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return c.RealWinSize().Div(c.Camera.Scale)
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return c.RealWinSize().Div(c.Camera.Scale())
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}
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}
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func (e *Engine) EventInput() EventChan {
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func (e *Engine) EventInput() EventChan {
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2
rect.go
2
rect.go
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@ -19,7 +19,7 @@ type Rectangle struct {
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func (r Rectangle) Vertices() Vertices {
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func (r Rectangle) Vertices() Vertices {
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t := r.Transform
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t := r.Transform
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wh := V(r.Width, r.Height)
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wh := V(r.Width, r.Height)
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t.Around = t.Around.Scale(wh)
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t.SetAround(t.Around().Mul(wh))
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m := t.Matrix()
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m := t.Matrix()
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p1 := V(0, 0).Apply(m)
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p1 := V(0, 0).Apply(m)
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p2 := V(wh.X, 0).Apply(m)
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p2 := V(wh.X, 0).Apply(m)
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@ -55,8 +55,11 @@ func (s *Sprite) RectangleToDraw() Rectangle {
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w, h := s.Images[0].Size()
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w, h := s.Images[0].Size()
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t := s.Transform
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t := s.Transform
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t.Around.X *= Float(w)
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t.SetAround(
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t.Around.Y *= Float(h)
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t.Around().Mul(
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V(Float(w), Float(h)),
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),
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)
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return Rectangle{
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return Rectangle{
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Transform: t,
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Transform: t,
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214
transform.go
214
transform.go
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@ -6,7 +6,7 @@ import (
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)
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)
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type Transformer interface {
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type Transformer interface {
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GetTransform() Transform
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GetTransform() *Transform
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}
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}
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// The structure represents basic transformation
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// The structure represents basic transformation
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@ -14,18 +14,25 @@ type Transformer interface {
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type Transform struct {
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type Transform struct {
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// Absolute (if no parent) position and
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// Absolute (if no parent) position and
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// the scale.
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// the scale.
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Position, Scale Vector
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position, scale Vector
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// The object rotation in radians.
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// The object rotation in radians.
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Rotation Float
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rotation Float
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// The not scaled offset vector from upper left corner
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// The not scaled offset vector from upper left corner
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// which the object should be rotated around.
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// which the object should be rotated around.
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Around Vector
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around Vector
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// If is not nil then the upper values will be relational to
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// If is not nil then the upper values will be relational to
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// the parent ones.
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// the parent ones.
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Parent Transformer
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parent *Transform
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// Dirty is true if we anyhow changed matrix.
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dirty, parentDirty bool
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matrix, parentMatrix, parentInverted Matrix
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}
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}
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func (t Transform) GetTransform() Transform {
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// For implementing the Transformer on embedding.
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func (t *Transform) GetTransform() *Transform {
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return t
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return t
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}
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}
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@ -33,121 +40,190 @@ func (t Transform) GetTransform() Transform {
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func T() Transform {
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func T() Transform {
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ret := Transform{
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ret := Transform{
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// Rotate around
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// Rotate around
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Scale: Vector{1, 1},
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scale: Vector{1, 1},
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// Rotate around the center.
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// Rotate around the center.
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Around: V(.5, .5),
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around: V(.5, .5),
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}
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}
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return ret
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return ret
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}
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}
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func (t *Transform) SetAbsPosition(absPosition Vector) {
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// Set the absolute object position.
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if t.Parent == nil {
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func (t *Transform) SetPosition(position Vector) {
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t.Position = absPosition
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t.dirty = true
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t.parentDirty = true
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if t.parent == nil {
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t.position = position
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return
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return
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}
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}
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m := t.ParentMatrix()
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m.Invert()
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_, mi := t.parent.MatrixForParenting()
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t.Position = absPosition.Apply(m)
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t.position = position.Apply(mi)
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}
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// Set the absolute object rotation.
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func (t *Transform) SetRotation(rotation Float) {
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t.dirty = true
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t.parentDirty = true
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if t.parent == nil {
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t.rotation = rotation
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return
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}
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t.rotation -= t.parent.Rotation()
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}
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// Set the absolute object scale.
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func (t *Transform) SetScale(scale Vector) {
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t.dirty = true
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t.scale = scale
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}
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func (t *Transform) SetAround(around Vector) {
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t.dirty = true
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t.around = around
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}
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}
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// Get the absolute representation of the transform.
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// Get the absolute representation of the transform.
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func (t Transform) Abs() Transform {
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func (t *Transform) Abs() Transform {
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if t.Parent == nil {
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if t.parent == nil {
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return t
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return *t
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}
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}
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ret := T()
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ret := T()
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ret.Position = t.AbsPosition()
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ret.position = t.Position()
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ret.Rotation = t.AbsRotation()
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ret.rotation = t.Rotation()
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ret.Scale = t.AbsScale()
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// Do not need that
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// cause parent does not affect
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// scaling.
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// (Should think if scaling from parent
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// can be used anyhow)
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//ret.scale = t.Scale()
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return ret
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return ret
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}
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}
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func (t Transform) AbsPosition() Vector {
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func (t *Transform) Rel() Transform {
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if t.Parent == nil {
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ret := *t
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return t.Position
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ret.parent = nil
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}
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return ret
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return t.Position.Apply(t.ParentMatrix())
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}
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}
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func (t Transform) AbsScale() Vector {
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// Get the absolute object position.
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if t.Parent == nil {
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func (t *Transform) Position() Vector {
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return t.Scale
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if t.parent == nil {
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return t.position
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}
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}
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return V2(1)
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pm, _ := t.parent.MatrixForParenting()
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return t.position.Apply(pm)
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}
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}
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func (t Transform) AbsRotation() Float {
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func (t *Transform) Move(v ...Vector) {
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if t.Parent == nil {
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t.SetPosition(t.Position().Add(v...))
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return t.Rotation
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}
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return t.Rotation + t.Parent.GetTransform().AbsRotation()
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}
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}
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func (t *Transform) SetAbsRotation(rot Float) {
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// Get the absolute object scale.
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if t.Parent == nil {
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func (t *Transform) Scale() Vector {
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t.Rotation = rot
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return t.scale
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}
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t.Rotation -= t.Parent.GetTransform().AbsRotation()
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}
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}
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// Get the absolute object rotation.
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func (t *Transform) Rotation() Float {
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if t.parent == nil {
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return t.rotation
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}
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return t.rotation + t.parent.Rotation()
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}
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func (t *Transform) Around() Vector {
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return t.around
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}
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// Returns true if the object is connected
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// to some parent.
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func (t *Transform) Connected() bool {
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func (t *Transform) Connected() bool {
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return t.Parent != nil
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return t.parent != nil
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}
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}
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// Connect the object to another one making
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// it its parent.
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func (t *Transform) Connect(parent Transformer) {
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func (t *Transform) Connect(parent Transformer) {
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absPosition := t.AbsPosition()
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absPosition := t.Position()
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absRotation := t.AbsRotation()
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absRotation := t.Rotation()
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t.Parent = parent
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t.parent = parent.GetTransform()
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t.SetAbsPosition(absPosition)
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t.SetPosition(absPosition)
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t.SetAbsRotation(absRotation)
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t.SetRotation(absRotation)
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}
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}
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// Disconnect from the parent.
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func (t *Transform) Disconnect() {
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func (t *Transform) Disconnect() {
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if t.Parent == nil {
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if t.parent == nil {
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return
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return
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}
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}
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*t = t.Abs()
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*t = t.Abs()
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}
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}
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func (t Transform) ParentMatrix() Matrix {
|
// Return the matrix and the inverted one for parenting children.
|
||||||
g := Matrix{}
|
func (t *Transform) MatrixForParenting() (Matrix, Matrix) {
|
||||||
if t.Parent == nil {
|
var m, mi Matrix
|
||||||
return g
|
|
||||||
|
if t.parentDirty {
|
||||||
|
|
||||||
|
m.Scale(t.scale.X, t.scale.Y)
|
||||||
|
m.Rotate(t.rotation)
|
||||||
|
m.Translate(t.position.X, t.position.Y)
|
||||||
|
t.parentMatrix = m
|
||||||
|
|
||||||
|
mi := m
|
||||||
|
mi.Invert()
|
||||||
|
t.parentInverted = mi
|
||||||
|
|
||||||
|
t.parentDirty = false
|
||||||
|
} else {
|
||||||
|
m = t.parentMatrix
|
||||||
|
mi = t.parentInverted
|
||||||
}
|
}
|
||||||
|
|
||||||
p := t.Parent.GetTransform()
|
if t.parent != nil {
|
||||||
g = p.ParentMatrix()
|
pm, pmi := t.parent.MatrixForParenting()
|
||||||
|
m.Concat(pm)
|
||||||
|
mi.Concat(pmi)
|
||||||
|
}
|
||||||
|
|
||||||
|
return m, mi
|
||||||
|
|
||||||
g.Scale(p.Scale.X, p.Scale.Y)
|
|
||||||
g.Rotate(p.Rotation)
|
|
||||||
g.Translate(p.Position.X, p.Position.Y)
|
|
||||||
|
|
||||||
return g
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns the GeoM with corresponding
|
// Returns the GeoM with corresponding
|
||||||
// to the transfrom transformation.
|
// to the transfrom transformation.
|
||||||
func (t Transform)Matrix() Matrix {
|
func (t *Transform)Matrix() Matrix {
|
||||||
g := Matrix{}
|
var m, pm Matrix
|
||||||
|
|
||||||
|
// Calculating only if we changed the structure anyhow.
|
||||||
|
if t.dirty {
|
||||||
// Scale first.
|
// Scale first.
|
||||||
g.Scale(t.Scale.X, t.Scale.Y)
|
m.Scale(t.scale.X, t.scale.Y)
|
||||||
|
|
||||||
// Then move and rotate.
|
// Then move and rotate.
|
||||||
g.Translate(
|
m.Translate(
|
||||||
-t.Around.X * t.Scale.X,
|
-t.around.X * t.scale.X,
|
||||||
-t.Around.Y * t.Scale.Y,
|
-t.around.Y * t.scale.Y,
|
||||||
)
|
)
|
||||||
g.Rotate(t.Rotation)
|
m.Rotate(t.rotation)
|
||||||
|
|
||||||
// And finally move to the absolute position.
|
// And finally move to the absolute position.
|
||||||
g.Translate(t.Position.X, t.Position.Y)
|
m.Translate(t.position.X, t.position.Y)
|
||||||
|
t.matrix = m
|
||||||
|
|
||||||
m := t.ParentMatrix()
|
// Setting the flag so we d
|
||||||
g.Concat(m)
|
t.dirty = false
|
||||||
|
} else {
|
||||||
|
m = t.matrix
|
||||||
|
}
|
||||||
|
|
||||||
return g
|
if t.parent != nil {
|
||||||
|
pm, _ = t.parent.MatrixForParenting()
|
||||||
|
m.Concat(pm)
|
||||||
|
}
|
||||||
|
|
||||||
|
return m
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
14
vector.go
14
vector.go
|
@ -22,7 +22,15 @@ func V(x, y Float) Vector {
|
||||||
}
|
}
|
||||||
|
|
||||||
func V2(v Float) Vector {
|
func V2(v Float) Vector {
|
||||||
return V(v, v)
|
return Vector{v, v}
|
||||||
|
}
|
||||||
|
|
||||||
|
func X(x Float) Vector {
|
||||||
|
return Vector{x, 0}
|
||||||
|
}
|
||||||
|
|
||||||
|
func Y(y Float) Vector {
|
||||||
|
return Vector{0, y}
|
||||||
}
|
}
|
||||||
|
|
||||||
func (v Vector) Div(o Vector) Vector {
|
func (v Vector) Div(o Vector) Vector {
|
||||||
|
@ -32,7 +40,7 @@ func (v Vector) Div(o Vector) Vector {
|
||||||
)
|
)
|
||||||
}
|
}
|
||||||
|
|
||||||
func (v Vector) Scale(o Vector) Vector {
|
func (v Vector) Mul(o Vector) Vector {
|
||||||
return V(
|
return V(
|
||||||
v.X * o.X,
|
v.X * o.X,
|
||||||
v.Y * o.Y,
|
v.Y * o.Y,
|
||||||
|
@ -78,7 +86,7 @@ func (v Vector) Neg() Vector {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns the vector rotated by "a" angle in radians.
|
// Returns the vector rotated by "a" angle in radians.
|
||||||
func (v Vector) Rotate(a Float) Vector {
|
func (v Vector) Rot(a Float) Vector {
|
||||||
m := Matrix{}
|
m := Matrix{}
|
||||||
m.Rotate(a)
|
m.Rotate(a)
|
||||||
return v.Apply(m)
|
return v.Apply(m)
|
||||||
|
|
Loading…
Reference in a new issue