mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Transitioned from VectorX to floatX
And some trying to update Rigidbody when transform changes
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@@ -105,7 +105,7 @@ namespace GlitchyEditor
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_gameSceneRenderer = new SceneRenderer();
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_editorSceneRenderer = new SceneRenderer();
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_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
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_camera = EditorCamera(float3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
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_camera.RenderTarget = _cameraTarget;
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InitEditor();
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@@ -256,14 +256,14 @@ namespace GlitchyEditor
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Matrix Billboard(Matrix transform)
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{
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Vector3 worldPos = transform.Translation;
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float3 worldPos = transform.Translation;
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return Matrix.Translation(worldPos) * billboard;
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}
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float CalculateAlpha(Vector3 pos)
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float CalculateAlpha(float3 pos)
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{
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return Math.Clamp(1.5f - Vector3.Distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
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return Math.Clamp(1.5f - distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
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}
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for (var (entity, transform, camera) in _activeScene.GetEntities<TransformComponent, CameraComponent>())
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@@ -288,7 +288,7 @@ namespace GlitchyEditor
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for (float angle = 0; angle < MathHelper.TwoPi; angle += MathHelper.TwoPi / 5.0f)
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{
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Vector2 pos = MathHelper.CirclePoint(angle, 0.5f);
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float2 pos = MathHelper.CirclePoint(angle, 0.5f);
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Renderer.DrawRay(.(pos, 0), .(pos, 20), .White, transform.WorldTransform);
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}
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@@ -540,8 +540,8 @@ namespace GlitchyEditor
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{
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let cameraEntity = newScene.CreateEntity("Camera");
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let transform = cameraEntity.Transform;
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transform.Position = Vector3(0, 2, -5);
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transform.RotationEuler = Vector3(0, MathHelper.ToRadians(25), 0);
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transform.Position = float3(0, 2, -5);
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transform.RotationEuler = float3(0, MathHelper.ToRadians(25), 0);
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let camera = cameraEntity.AddComponent<CameraComponent>();
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camera.Primary = true;
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@@ -717,14 +717,14 @@ namespace GlitchyEditor
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return false;
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}
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private void EditorViewportSizeChanged(Object sender, Vector2 viewportSize)
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private void EditorViewportSizeChanged(Object sender, float2 viewportSize)
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{
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if(viewportSize.X <= 0 || viewportSize.Y <= 0)
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return;
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uint32 sizeX = (uint32)viewportSize.X;
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uint32 sizeY = (uint32)viewportSize.Y;
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if(sizeX == 0 || sizeY == 0)
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return;
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_editorViewportTarget.Resize(sizeX, sizeY);
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_cameraTarget.Resize(sizeX, sizeY);
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@@ -733,7 +733,7 @@ namespace GlitchyEditor
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_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
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}
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private void GameViewportSizeChanged(Object sender, Vector2 viewportSize)
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private void GameViewportSizeChanged(Object sender, float2 viewportSize)
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{
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if(viewportSize.X <= 0 || viewportSize.Y <= 0)
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return;
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