Add Simple GTE_Sprite type
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@ -22,9 +22,10 @@ namespace GTETest {
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GPU::Color24::Grey()
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));
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static auto rotation = 0.0_deg;
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static auto gbl_rotation = 0.0_deg;
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static void setup() {
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doener_fish.area.position = GPU::PositionI16::create(100, 100);
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Shared::back_menu.reset();
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GTE::set_geom_offset(0, 0);
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@ -37,12 +38,10 @@ namespace GTETest {
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return true;
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}
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const auto matrix = GTE::MATRIX{
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GTE::ROTMATRIX::rotated(-rotation, rotation, -rotation),
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GTE::TRANSFERVECTOR::translated((Assets::Main::DoenerFishInfo.size.width/2), (Assets::Main::DoenerFishInfo.size.height/2))
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};
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auto matrix = GTE::MATRIX::rotated(-gbl_rotation, gbl_rotation, -gbl_rotation);
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doener_fish.apply(matrix);
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rotation += 5.0_deg;
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doener_fish.angle += 25.0_deg;
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gbl_rotation += 2.5_deg;
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return false;
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}
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@ -8,23 +8,32 @@ namespace GTETest {
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struct GTE_Sprite {
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GPU::AreaI16 area;
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GPU::PositionI16 pivot;
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deg_t angle;
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GPU::POLY_FT4 display;
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static constexpr GTE_Sprite create(const GPU::POLY_FT4& base) {
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return GTE_Sprite{
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.area = GPU::AreaI16::create(base.get_rect_pos(), base.get_rect_size()),
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.pivot = GPU::PositionI16::create(base.get_rect_size().width/2, base.get_rect_size().height/2),
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.angle = 0.0_deg,
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.display = base
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};
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}
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void apply(const GTE::MATRIX& matrix) {
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const auto move_back = GTE::MATRIX::comp(GTE::MATRIX::translated(-matrix.transfer.x, -matrix.transfer.y, -matrix.transfer.z), matrix);
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const auto& area = this->area;
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void apply(const GTE::MATRIX& gbl_matrix) {
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auto matrix = GTE::MATRIX::translated(-this->pivot.x, -this->pivot.y, 0).comp(
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GTE::MATRIX::rotated(0.0_deg, 0.0_deg, this->angle)
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).comp(
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GTE::MATRIX::translated(this->pivot.x, this->pivot.y, 0)
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).comp(
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GTE::MATRIX::translated(this->area.position.x, this->area.position.y)
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).comp(gbl_matrix);
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this->display.vertex0 = move_back.apply_to(area.get_top_left());
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this->display.vertex1 = move_back.apply_to(area.get_top_right());
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this->display.vertex2 = move_back.apply_to(area.get_bottom_left());
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this->display.vertex3 = move_back.apply_to(area.get_bottom_right());
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this->display.vertex0 = matrix.apply_to(GPU::Vertex::create(0, 0));
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this->display.vertex1 = matrix.apply_to(GPU::Vertex::create(this->area.size.width, 0));
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this->display.vertex2 = matrix.apply_to(GPU::Vertex::create(0, this->area.size.height));
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this->display.vertex3 = matrix.apply_to(GPU::Vertex::create(this->area.size.width, this->area.size.height));
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}
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void render() {
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