mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Transitioned from VectorX to floatX
And some trying to update Rigidbody when transform changes
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@@ -12,8 +12,8 @@ namespace GlitchyEngine
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private float _aspectRatio;
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private float _fovY = Math.PI_f / 4;
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private Vector3 _cameraPosition;
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private Vector3 _cameraRotation;
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private float3 _cameraPosition;
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private float3 _cameraRotation;
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private float _cameraTranslationSpeed = 1.0f;
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private float _cameraRotationSpeedX = 0.001f;
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@@ -27,7 +27,7 @@ namespace GlitchyEngine
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set => _cameraTranslationSpeed = value;
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}
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public Vector2 RotationSpeed
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public float2 RotationSpeed
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{
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get => .(_cameraRotationSpeedX, _cameraRotationSpeedY);
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set
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@@ -37,7 +37,7 @@ namespace GlitchyEngine
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}
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}
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public Vector3 CameraPosition
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public float3 CameraPosition
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{
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get => _cameraPosition;
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set
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@@ -48,7 +48,7 @@ namespace GlitchyEngine
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}
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}
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public Vector3 CameraRotation
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public float3 CameraRotation
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{
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get => _cameraRotation;
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set
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@@ -100,7 +100,7 @@ namespace GlitchyEngine
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if(Application.Get().Window.IsActive)
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{
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Vector3 movement = .();
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float3 movement = .();
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if(Input.IsKeyPressed(Key.W))
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{
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@@ -129,14 +129,14 @@ namespace GlitchyEngine
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movement.Y -= 1;
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}
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if(movement != .Zero)
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movement.Normalize();
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if(any(movement != .Zero))
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normalize(movement);
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movement *= (float)(gameTime.FrameTime.TotalSeconds) * _cameraTranslationSpeed;
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Vector4 delta = Vector4(movement, 1.0f) * _camera.View;
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float4 delta = float4(movement, 1.0f) * _camera.View;
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_cameraPosition += Vector3(delta.X, delta.Y, delta.Z);
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_cameraPosition += float3(delta.X, delta.Y, delta.Z);
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//_cameraPosition += movement;
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// Camera rotation
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