feat(renderer2d): Rotation2D now actually has an effect on the rotation of the sprite in the Renderer2D

This commit is contained in:
lisk77 2025-07-12 00:01:49 +02:00
parent 7760baeab5
commit ffb4bdf35f
2 changed files with 73 additions and 10 deletions

39
crates/comet_ecs/src/component.rs Normal file → Executable file
View file

@ -161,6 +161,34 @@ impl Position2D {
}
}
impl Rotation2D {
pub fn new(angle: f32) -> Self {
Self {
theta: angle
}
}
pub fn angle(&self) -> f32 {
self.theta
}
pub fn set_angle(&mut self, angle: f32) {
self.theta = angle;
}
pub fn rotate(&mut self, delta_angle: f32) {
self.theta += delta_angle;
}
pub fn to_radians(&self) -> f32 {
self.theta.to_radians()
}
pub fn to_degrees(&self) -> f32 {
self.theta.to_degrees()
}
}
impl Position3D {
pub fn from_vec(vec: v3) -> Self {
Self {
@ -254,7 +282,8 @@ impl Render for Render2D {
/// Use the actual file name of the texture instead of the path
/// e.g. "comet_icon.png" instead of "resources/textures/comet_icon.png"
/// The resource manager will already look in the resources/textures folder
/// The resource manager will already look in the resources/textures directory
/// This behavior will later be expanded so that it can be used with other project structures
fn set_texture(&mut self, texture: &'static str) {
self.texture_name = texture;
}
@ -283,6 +312,14 @@ impl Transform2D {
self.position_mut().set_x(x);
self.position_mut().set_y(y);
}
pub fn rotate(&mut self, delta_angle: f32) {
self.rotation_mut().rotate(delta_angle);
}
pub fn set_rotation(&mut self, angle: f32) {
self.rotation_mut().set_angle(angle);
}
}
impl Transform3D {

44
crates/comet_renderer/src/renderer2d.rs Normal file → Executable file
View file

@ -572,9 +572,8 @@ impl<'a> Renderer2D<'a> {
let transform_component = scene.get_component::<Transform2D>(entity).unwrap();
if renderer_component.is_visible() {
let mut position = transform_component.position().clone();
position.set_x(position.x() / self.config().width as f32);
position.set_y(position.y() / self.config().height as f32);
let world_position = transform_component.position().clone();
let rotation_angle = transform_component.rotation().to_radians();
let mut t_region: Option<&TextureRegion> = None;
match self.get_texture_region(renderer_component.get_texture().to_string()) {
@ -586,16 +585,43 @@ impl<'a> Renderer2D<'a> {
let region = t_region.unwrap();
let (dim_x, dim_y) = region.dimensions();
let (bound_x, bound_y) =
((dim_x as f32/ self.config().width as f32) * 0.5, (dim_y as f32/ self.config().height as f32) * 0.5);
let half_width = dim_x as f32 * 0.5;
let half_height = dim_y as f32 * 0.5;
let buffer_size = vertex_buffer.len() as u16;
let world_corners = [
(-half_width, half_height),
(-half_width, -half_height),
(half_width, -half_height),
(half_width, half_height),
];
let cos_angle = rotation_angle.cos();
let sin_angle = rotation_angle.sin();
let mut rotated_world_corners = [(0.0f32, 0.0f32); 4];
for i in 0..4 {
let (x, y) = world_corners[i];
rotated_world_corners[i] = (
x * cos_angle - y * sin_angle + world_position.x(),
x * sin_angle + y * cos_angle + world_position.y()
);
}
let mut screen_corners = [(0.0f32, 0.0f32); 4];
for i in 0..4 {
screen_corners[i] = (
rotated_world_corners[i].0 / self.config().width as f32,
rotated_world_corners[i].1 / self.config().height as f32
);
}
vertex_buffer.append(&mut vec![
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0], [region.u0(), region.v0()], [1.0, 1.0, 1.0, 1.0] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u0(), region.v1()], [1.0, 1.0, 1.0, 1.0] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.u1(), region.v1()], [1.0, 1.0, 1.0, 1.0] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.u1(), region.v0()], [1.0, 1.0, 1.0, 1.0] )
Vertex :: new ( [screen_corners[0].0, screen_corners[0].1, 0.0], [region.u0(), region.v0()], [1.0, 1.0, 1.0, 1.0] ),
Vertex :: new ( [screen_corners[1].0, screen_corners[1].1, 0.0], [region.u0(), region.v1()], [1.0, 1.0, 1.0, 1.0] ),
Vertex :: new ( [screen_corners[2].0, screen_corners[2].1, 0.0], [region.u1(), region.v1()], [1.0, 1.0, 1.0, 1.0] ) ,
Vertex :: new ( [screen_corners[3].0, screen_corners[3].1, 0.0], [region.u1(), region.v0()], [1.0, 1.0, 1.0, 1.0] )
]);
index_buffer.append(&mut vec![