Implemented proper transformation of rectangle into triangles.
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parent
bc2b5809c5
commit
ccefc2669b
2 changed files with 7 additions and 14 deletions
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@ -53,6 +53,7 @@ func NewRect() *Rect {
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}
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func (r *Rect) Update(e *gx.Engine) error {
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r.R += 0.3 * e.DT()
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return nil
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}
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@ -90,7 +91,7 @@ func (p *Player) Draw(e *gx.Engine, i *gx.Image) {
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Rectangle: gx.Rectangle{
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Transform: gx.Transform{
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P: player.P,
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S: gx.Vector{10, 10},
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S: gx.Vector{100, 100},
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},
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},
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Color: gx.Color{0, 0, gx.MaxColorV, gx.MaxColorV},
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@ -41,8 +41,8 @@ func (r Rectangle) Triangles() Triangles {
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p1 := V(0, 0).Apply(&m)
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p2 := V(1, 0).Apply(&m)
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p3 := V(1, -1).Apply(&m)
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p4 := V(0, -1).Apply(&m)
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p3 := V(1, 1).Apply(&m)
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p4 := V(0, 1).Apply(&m)
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//fmt.Println("in:", p1, p2, p3, p4)
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@ -66,17 +66,14 @@ func (r *DrawableRectangle) Draw(
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e *Engine,
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i *Image,
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) {
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t := r.Transform
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m := r.Matrix()
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rm := e.Camera().RealMatrix(e)
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m.Concat(rm)
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// Draw solid color if no shader.
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if r.Shader == nil {
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img := NewImage(1, 1)
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img.Set(0, 0, r.Color)
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m := t.Matrix()
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rm := e.Camera().RealMatrix(e)
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m.Concat(rm)
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opts := &ebiten.DrawImageOptions{
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GeoM: m,
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@ -103,11 +100,6 @@ func (r *DrawableRectangle) Draw(
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t.S.Y *= r.H
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}*/
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rm := e.Camera().RealMatrix(e)
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m := t.Matrix()
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m.Concat(rm)
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// Drawing with shader.
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opts := &ebiten.DrawRectShaderOptions{
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GeoM: m,
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