Simplify
calculation of canvas position based on the cursor position and expected rotation
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a29393bc18
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2b2dfe751e
@ -16,7 +16,6 @@ private:
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int pos = 0;
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int screenWidth, screenHeight;
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std::vector<Canvas> canvases;
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Vector2 center;
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float rotation = 0.0f;
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Rectangle destB;
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Rectangle destA;
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@ -1,5 +1,4 @@
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#include "raylib.h"
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Color ColorLerp(Color c1, Color c2, float amount);
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Vector2 calculateVector(float rotation, float offSet, float len);
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Rectangle calculateRotatedRectangle(Vector2 center, float rotation, float width, float height);
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Vector2 calculateVector(float rotation, float offSet, float len);
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18
src/App.cpp
18
src/App.cpp
@ -18,9 +18,8 @@ void App::init(int screenWidth, int screenHeight)
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canvas.newGen();
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}
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center = {(float)screenWidth / 2, (float)screenHeight / 2};
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float rotation = 0.0f;
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destA = calculateRotatedRectangle(center, rotation, screenWidth, screenWidth);
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float posY = (screenHeight - screenWidth) / 2;
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destA = {0, posY, (float)screenWidth, (float)screenWidth};
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destB = destA;
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}
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@ -29,24 +28,19 @@ void App::update()
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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mouseStart = GetMousePosition();
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len = Vector2Distance(mouseStart, center);
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ofset = std::atan2(center.x - mouseStart.x, center.y - mouseStart.y);
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len = Vector2Distance(mouseStart, {destB.x, destB.y});
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ofset = std::atan2(destB.x - mouseStart.x, destB.y - mouseStart.y);
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}
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
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{
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Vector2 mousePosition = GetMousePosition();
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float dist = mousePosition.x - mouseStart.x;
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float l = dist / screenWidth;
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rotation = Lerp(45.0f, -45.0f, (l + 1) / 2);
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Vector2 newCenter = calculateVector(rotation, ofset, len);
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newCenter.x += mousePosition.x;
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newCenter.y += mousePosition.y;
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destA = calculateRotatedRectangle(newCenter, rotation, screenWidth, screenWidth);
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destA.x = newCenter.x + mousePosition.x;
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destA.y = newCenter.y + mousePosition.y;
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}
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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16
src/Math.cpp
16
src/Math.cpp
@ -19,20 +19,4 @@ Vector2 calculateVector(float rotation, float offSet, float len)
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return {
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.x = len * std::sin(angle),
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.y = len * std::cos(angle)};
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}
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Rectangle calculateRotatedRectangle(Vector2 center, float rotation, float width, float height)
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{
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Rectangle ret = {0, 0, width, height};
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width /= 2; // a
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height /= 2; // b
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float len = std::sqrt(std::pow(width, 2) + std::pow(height, 2)); // c
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float offSet = std::atan2(width, height); // add angle alfa
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Vector2 vec = calculateVector(rotation + 180.0f, offSet, len);
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ret.x = vec.x + center.x;
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ret.y = vec.y + center.y;
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return ret;
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}
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