Sort Offset
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@ -61,7 +61,7 @@ namespace ia::iae
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VOID SpriteRendererComponent::Draw()
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VOID SpriteRendererComponent::Draw()
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{
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{
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const auto &animFrame = m_currentAnimationState;
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const auto &animFrame = m_currentAnimationState;
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animFrame.Texture.Draw(m_node->SortOffset(), m_node->GetPosition() + animFrame.Position,
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animFrame.Texture.Draw(m_node->SortOffset() + m_sortOffset, m_node->GetPosition() + animFrame.Position,
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m_node->GetScale() * animFrame.Scale, m_node->GetRotation().z + animFrame.Rotation.z,
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m_node->GetScale() * animFrame.Scale, m_node->GetRotation().z + animFrame.Rotation.z,
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m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
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m_isFlippedH, m_isFlippedV, animFrame.ColorOverlay);
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}
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}
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@ -26,14 +26,12 @@ namespace ia::iae
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VOID TextureRendererComponent::Update()
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VOID TextureRendererComponent::Update()
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{
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{
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}
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}
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VOID TextureRendererComponent::Draw()
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VOID TextureRendererComponent::Draw()
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{
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{
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m_texture.Draw(
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m_texture.Draw(m_node->SortOffset(), m_node->GetPosition() + m_position,
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m_node->SortOffset(),
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m_node->GetScale(), m_node->GetRotation().z,
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m_node->GetPosition() + m_position, m_node->GetScale(),
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false, false, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f});
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m_node->GetRotation().z, false, false, glm::vec4{1.0f, 1.0f, 1.0f, 1.0f});
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}
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}
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} // namespace ia::iae
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} // namespace ia::iae
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@ -61,16 +61,21 @@ namespace ia::iae
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return m_animations;
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return m_animations;
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}
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}
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BOOL& IsFlippedV()
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BOOL &IsFlippedV()
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{
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{
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return m_isFlippedV;
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return m_isFlippedV;
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}
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}
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BOOL& IsFlippedH()
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BOOL &IsFlippedH()
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{
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{
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return m_isFlippedH;
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return m_isFlippedH;
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}
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}
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FLOAT32 &SortOffset()
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{
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return m_sortOffset;
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}
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public:
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public:
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VOID Draw();
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VOID Draw();
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VOID Update();
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VOID Update();
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@ -79,6 +84,7 @@ namespace ia::iae
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VOID UpdateAnimation();
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VOID UpdateAnimation();
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private:
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private:
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FLOAT32 m_sortOffset{};
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BOOL m_isFlippedV{false};
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BOOL m_isFlippedV{false};
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BOOL m_isFlippedH{false};
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BOOL m_isFlippedH{false};
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FLOAT32 m_timelinePosition{};
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FLOAT32 m_timelinePosition{};
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@ -33,6 +33,11 @@ namespace ia::iae
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return glm::lookAtLH(glm::vec3{m_position, -2.0f}, {m_position, 0.0f}, {0.0f, 1.0f, 0.0f});
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return glm::lookAtLH(glm::vec3{m_position, -2.0f}, {m_position, 0.0f}, {0.0f, 1.0f, 0.0f});
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}
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}
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glm::vec2 GetCameraSize()
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{
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return glm::vec2{640, 480}; // [IATODO]
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}
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private:
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private:
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glm::vec2 m_position{};
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glm::vec2 m_position{};
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};
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};
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