toggle working for textnode (TODO: check relative positioning)
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c105feeee9
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@ -96,8 +96,8 @@ void Engine::update()
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void Engine::start()
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{
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m_running = true;
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for(int i = 0;i<5;i++)
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m_sparrowshell->scrollUp();
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// for(int i = 0;i<5;i++)
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// m_sparrowshell->scrollUp();
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while(!m_input->isCloseRequested() && m_running)
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update();
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}
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@ -2,6 +2,7 @@
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#define GRAPHICALCONTAINERNODE_H
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#include "graphicalnode.h"
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#include "glm/vec2.hpp"
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#include "glm/mat4x4.hpp"
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#include <vector>
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@ -46,6 +46,31 @@ void GraphicalNode::scale(const glm::vec3 &scaleFactor)
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m_transformChanged = true;
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}
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void GraphicalNode::moveTo2D(const glm::vec2 &position)
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{
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setTransform(glm::translate(m_transform,glm::vec3(position.x,position.y,0) - glm::vec3(m_transform[3])));
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}
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void GraphicalNode::resize2D(const glm::vec2 oldDimension, glm::vec2 newDimension)
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{
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scale2D(glm::vec2(newDimension / oldDimension));
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}
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void GraphicalNode::scale2D(const glm::vec2 scaleFactor)
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{
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setTransform(glm::scale(m_transform, glm::vec3(scaleFactor.x,scaleFactor.y,1)));
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}
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void GraphicalNode::rotate2D(const glm::vec2 ¢er, float angle)
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{
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setTransform(glm::rotate(m_transform,angle,glm::vec3(0,0,1)));
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}
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void GraphicalNode::setDepth2D(float depth)
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{
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// don't have access to depth here? :(
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}
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// setters
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void GraphicalNode::setTransform(const glm::mat4 &transform)
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{
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@ -66,6 +66,13 @@ public:
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void rotate(float angle, const glm::vec3 &vector);
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void scale(const glm::vec3 &scaleFactor);
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//2D tools:
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void moveTo2D(const glm::vec2 &position);
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void rotate2D(const glm::vec2 ¢er, float angle);
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void scale2D(const glm::vec2 scaleFactor);
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void resize2D(const glm::vec2 oldDimension, glm::vec2 newDimension);
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void setDepth2D(float depth);
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// this is used to synchronize a bullet rigidbody's transform with a GraphicalNode transform
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SparrowMotionState* getMotionState() { return &m_motionState; }
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};
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@ -13,34 +13,39 @@ void ShellBuffer::toggleBuffer(){
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void ShellBuffer::update()
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{
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TextNode* tnode;
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glm::vec2 text_pos(0);
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glm::vec2 text_pos(0,0);
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// std::cout << m_children.size() << std::endl;
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// if (m_parent){
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// SparrowShell* shell = dynamic_cast<SparrowShell*>(m_parent);
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// if(shell && shell->isEnabled())
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// {
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// for(unsigned int i = 0; i< size();i++)
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// {
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// tnode = (TextNode*) (*this)[i];
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// std::cout << tnode->getString() << std::endl;
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// if (i >= m_index && i < m_index+SparrowShell::BUFFER_DISPLAYED_NUMBER)
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// {
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// tnode->moveTo(glm::vec3(text_pos,0));
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// text_pos.y += m_font_size;
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// }
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// else
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// tnode->moveTo(glm::vec3(-100,-100,0));
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// }
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// }
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// }
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SparrowShell* shell = dynamic_cast<SparrowShell*>(m_parent);
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if(shell->isEnabled())
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{
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for(unsigned int i = 0; i< size();i++)
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{
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tnode = (TextNode*) (*this)[i];
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if (i >= m_index && i < m_index+SparrowShell::BUFFER_DISPLAYED_NUMBER)
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{
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tnode->moveTo2D(text_pos);
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text_pos.y += m_font_size;
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// std::cout << tnode->getString() << ": " << text_pos.x << " " << text_pos.y << std::endl;
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}
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else
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tnode->moveTo2D(glm::vec2(-100,-100));
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}
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}
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}
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void ShellBuffer::push(TextNode* s){
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if (m_children.size() >= m_max_size){
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m_children[m_zero_offset++] = s;
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m_zero_offset %= m_max_size;
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}else
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m_children.push_back(s);
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void ShellBuffer::push(TextNode* tnode){
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if(tnode != nullptr)
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{
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if(m_scene != nullptr)
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tnode->setSceneTree(m_scene);
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if (m_children.size() >= m_max_size){
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m_children[m_zero_offset++] = tnode;
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m_zero_offset %= m_max_size;
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}else
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m_children.push_back(tnode);
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tnode->m_parent = this;
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tnode->setParentTransform(m_transform);
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tnode->setParentVisible(isVisible());
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}
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}
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@ -3,6 +3,7 @@
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#include "scene/graphicalcontainernode.h"
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class TextNode;
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class ShellBuffer : public GraphicalContainerNode {
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@ -12,7 +13,10 @@ private:
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float m_font_size;
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unsigned int m_index = 0;
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public:
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ShellBuffer(int buffer_size):m_max_size(buffer_size), m_zero_offset(0),m_font_size(16.f){m_visible = false;}
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ShellBuffer(int buffer_size):m_max_size(buffer_size), m_zero_offset(0),m_font_size(16.f){
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m_visible = false;
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moveTo2D(glm::vec2(0,0));
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}
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GraphicalNode* operator[](int i){return m_children[(m_zero_offset+i)%m_max_size];}
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void push(TextNode*);
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unsigned int size(){return m_children.size();}
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@ -20,13 +20,15 @@ const float SparrowShell::SHELL_DEPTH = 10;
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SparrowShell::SparrowShell(sf::Window* window, Input* input):
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m_window(window),
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m_input(input),
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m_position(glm::ivec2(0,0)),
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m_position(glm::ivec2(10,0)),
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m_buffer(new ShellBuffer(BUFFER_MAX_LENGTH))
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{
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sf::Vector2u size = m_window->getSize();
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m_dimension = glm::ivec2(size.x,size.y/2);
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m_buffer->setFontSize(16.f);
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moveTo2D(glm::vec2(m_position));
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Font* fonte_des_neiges = Loader::loadFont("../data/consolas.fnt","../data/consolas.png");
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RESOURCE_ADD(fonte_des_neiges,Font,"shellfont");
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@ -66,10 +68,8 @@ void SparrowShell::out(std::string s)
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TextNode* tnode = shellfont->getTextNode(s,glm::vec3(0.7,1,0.3),m_buffer->getFontSize(),false);
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tnode->setDepth(SHELL_DEPTH+1);
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m_buffer->push(tnode);
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// if(m_shellEnabled)
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// m_scene->addToIndex(tnode);
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// if (m_buffer->size() > SparrowShell::BUFFER_DISPLAYED_NUMBER)
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// m_resizeBuffer = true;
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if (m_buffer->size() > SparrowShell::BUFFER_DISPLAYED_NUMBER)
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m_resizeBuffer = true;
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}
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void SparrowShell::scrollUp(){
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@ -165,15 +165,15 @@ int main(){
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scene->getRootObject()->addChild(sunLight);
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// terrain
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generateTerrain(scene, engine.getPhysics());
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// generateTerrain(scene, engine.getPhysics());
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// shell output tests
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engine.outputShell("Hello World!");
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engine.outputShell("Starting test :");
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for(int i = 0; i < 17; i++){
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engine.outputShell(std::to_string(i));
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}
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// for(int i = 0; i < 17; i++){
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// engine.outputShell(std::to_string(i));
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// }
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// preparing shaders and launching the engine
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scene->updateShaders();
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@ -14,14 +14,10 @@ std::vector<std::string> utils::split(const std::string &line, char sep){
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tokens.push_back(line.substr(start));
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return tokens;
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}
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/*
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void utils::setPosition2D(MeshNode *mnode, glm::vec2 pos){
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const glm::mat4 &tr = mnode->getTransform();
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//mnode->moveTo(pos)
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// glm::vec3 v1(pos.x,pos.y,0);
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// glm::vec3 v2(tr[3]);
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mnode->setTransform(glm::translate(tr,glm::vec3(pos.x,pos.y,0) - glm::vec3(tr[3])));
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// mnode->setTransform(glm::translate(tr,v1 - v2));
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}
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void utils::resize2D(MeshNode *mnode, glm::vec2 dim, glm::vec2 new_dim){
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@ -45,3 +41,4 @@ void setDepth2D(MeshNode* mnode, float depth){
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//Mesh* mesh; //= getMesh here
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//mesh.setDepth(depth);
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}
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*/
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@ -10,11 +10,11 @@ class MeshNode;
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namespace utils
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{
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std::vector<std::string> split(const std::string &line, char sep);
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void setPosition2D(MeshNode*, glm::vec2);
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void resize2D(MeshNode*, glm::vec2, glm::vec2);
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void scale2D(MeshNode*, glm::vec2);
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void rotate2D(MeshNode* mnode, glm::vec2 center, float angle);
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void setDepth2D(MeshNode* mnode, float depth);
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//void setPosition2D(MeshNode*, glm::vec2);
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//void resize2D(MeshNode*, glm::vec2, glm::vec2);
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//void scale2D(MeshNode*, glm::vec2);
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//void rotate2D(MeshNode* mnode, glm::vec2 center, float angle);
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//void setDepth2D(MeshNode* mnode, float depth);
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}
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#endif // UTILS_H
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