little progress
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169985481c
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@ -210,8 +210,8 @@ quad_hash :: (q: Quad) -> u32 {
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Quad_Set :: Table(Quad, bool, quad_hash, quad_comp);
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Quad_Set :: Table(Quad, bool, quad_hash, quad_comp);
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Quads :: [6][..]Quad_Set;
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Quads :: [6][..]Quad_Set;
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side_to_quad_list_index :: (side: Trile_Side) {
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side_to_quad_list_index :: (side: Trile_Side) -> s32 {
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if side == {
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if #complete side == {
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case Trile_Side.TOP;
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case Trile_Side.TOP;
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return 0;
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return 0;
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case Trile_Side.BOTTOM;
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case Trile_Side.BOTTOM;
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@ -242,7 +242,7 @@ init_quads :: (quads: *Quads) { // NOTE: unsure about if this is correctly porte
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// so that x and z are parallel to the side.
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// so that x and z are parallel to the side.
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// (And not all of it seems to work when the used x and y and normal of the side abide by the left hand rule)
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// (And not all of it seems to work when the used x and y and normal of the side abide by the left hand rule)
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change_perspective :: (x: *$T, y: *T, z: *T, side: Trile_Side) -> (*T,*T,*T) {
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change_perspective :: (x: *$T, y: *T, z: *T, side: Trile_Side) -> (*T,*T,*T) {
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if side == {
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if #complete side == {
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case Trile_Side.TOP;
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case Trile_Side.TOP;
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return y, x, z;
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return y, x, z;
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case Trile_Side.BOTTOM;
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case Trile_Side.BOTTOM;
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@ -314,7 +314,9 @@ quads_to_vecs :: (quads: *Quads, vecs: *[..]float, normals: *[..]float) {
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idx := side_to_quad_list_index(side);
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idx := side_to_quad_list_index(side);
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for 0..quads[idx].count-1 {
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for 0..quads[idx].count-1 {
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quads2d : [..]Vector2;
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quads2d : [..]Vector2;
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for quad : it {
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Quad_Set :: Table(Quad, bool, quad_hash, quad_comp);
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Quads :: [6][..]Quad_Set;
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for quad : quads[idx][it] {
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array_add(*quads2d, quad.bottomLeft);
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array_add(*quads2d, quad.bottomLeft);
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array_add(*quads2d, .{quad.bottomLeft.x, quad.topRight.y});
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array_add(*quads2d, .{quad.bottomLeft.x, quad.topRight.y});
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array_add(*quads2d, quad.topRight);
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array_add(*quads2d, quad.topRight);
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