Transitioned from VectorX to floatX

And some trying to update Rigidbody when transform changes
This commit is contained in:
Simon Lübeß
2023-06-25 02:47:33 +02:00
parent 5f5da2ed35
commit 9e1f648aa0
49 changed files with 1281 additions and 871 deletions
+12 -12
View File
@@ -105,7 +105,7 @@ namespace GlitchyEditor
_gameSceneRenderer = new SceneRenderer();
_editorSceneRenderer = new SceneRenderer();
_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
_camera = EditorCamera(float3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
_camera.RenderTarget = _cameraTarget;
InitEditor();
@@ -256,14 +256,14 @@ namespace GlitchyEditor
Matrix Billboard(Matrix transform)
{
Vector3 worldPos = transform.Translation;
float3 worldPos = transform.Translation;
return Matrix.Translation(worldPos) * billboard;
}
float CalculateAlpha(Vector3 pos)
float CalculateAlpha(float3 pos)
{
return Math.Clamp(1.5f - Vector3.Distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
return Math.Clamp(1.5f - distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
}
for (var (entity, transform, camera) in _activeScene.GetEntities<TransformComponent, CameraComponent>())
@@ -288,7 +288,7 @@ namespace GlitchyEditor
for (float angle = 0; angle < MathHelper.TwoPi; angle += MathHelper.TwoPi / 5.0f)
{
Vector2 pos = MathHelper.CirclePoint(angle, 0.5f);
float2 pos = MathHelper.CirclePoint(angle, 0.5f);
Renderer.DrawRay(.(pos, 0), .(pos, 20), .White, transform.WorldTransform);
}
@@ -540,8 +540,8 @@ namespace GlitchyEditor
{
let cameraEntity = newScene.CreateEntity("Camera");
let transform = cameraEntity.Transform;
transform.Position = Vector3(0, 2, -5);
transform.RotationEuler = Vector3(0, MathHelper.ToRadians(25), 0);
transform.Position = float3(0, 2, -5);
transform.RotationEuler = float3(0, MathHelper.ToRadians(25), 0);
let camera = cameraEntity.AddComponent<CameraComponent>();
camera.Primary = true;
@@ -717,14 +717,14 @@ namespace GlitchyEditor
return false;
}
private void EditorViewportSizeChanged(Object sender, Vector2 viewportSize)
private void EditorViewportSizeChanged(Object sender, float2 viewportSize)
{
if(viewportSize.X <= 0 || viewportSize.Y <= 0)
return;
uint32 sizeX = (uint32)viewportSize.X;
uint32 sizeY = (uint32)viewportSize.Y;
if(sizeX == 0 || sizeY == 0)
return;
_editorViewportTarget.Resize(sizeX, sizeY);
_cameraTarget.Resize(sizeX, sizeY);
@@ -733,7 +733,7 @@ namespace GlitchyEditor
_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
}
private void GameViewportSizeChanged(Object sender, Vector2 viewportSize)
private void GameViewportSizeChanged(Object sender, float2 viewportSize)
{
if(viewportSize.X <= 0 || viewportSize.Y <= 0)
return;