Added camera

Moved some math types
Added some more vector types
Did the camera matrix calulations
Updated shaders to take push constants
This commit is contained in:
2025-10-05 02:40:59 +01:00
parent 2c67896cf2
commit 3b8c50a361
15 changed files with 355 additions and 70 deletions

View File

@@ -1,6 +1,7 @@
#include "../npc.h"
#include "../world.h"
#include "../../core/types.h"
#include "game/npc.h"
#include "game/world.h"
#include "core/types.h"
#include <stdio.h>
void updateNPC(F32 delta, NPC *npc, World *world) {
@@ -33,15 +34,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
npc->pathIndex+=1;
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
}
NavNode cNav = world->navMesh.nodes[npc->currentNavNode];
NavNode tNav = world->navMesh.nodes[npc->pathIndex];
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
break;
}
}
void UpdateNPCs(F32 delta, World *world) {
void updateNPCs(F32 delta, World *world) {
for(U32 i = 0; i < world->npcCount; i++) {
updateNPC(delta, &world->npcs[i], world);
}