Animation start
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4de20264fa
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3 changed files with 59 additions and 21 deletions
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@ -1,6 +1,7 @@
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package main
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package main
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import rl "libraries/raylib"
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import rl "libraries/raylib"
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import "core:math/linalg"
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import "core:fmt"
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import "core:fmt"
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/*
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/*
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@ -16,8 +17,17 @@ RectangleCorners :: struct {
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tl, tr, br, bl: v2,
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tl, tr, br, bl: v2,
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}
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}
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rectangle_corners_transform :: proc(m: mat3, corners: RectangleCorners) -> RectangleCorners {
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return {
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tl = (v3{**corners.tl, 1.0} * m).xy,
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tr = (v3{**corners.tr, 1.0} * m).xy,
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br = (v3{**corners.br, 1.0} * m).xy,
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bl = (v3{**corners.bl, 1.0} * m).xy,
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}
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}
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AnimationData_Rectangle :: struct {
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AnimationData_Rectangle :: struct {
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origin, middle, previous, next, last: RectangleCorners
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origin, middle, previous, next, last: RectangleCorners,
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}
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}
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draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) {
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draw_transformation_rectangle :: proc(rectangle: RectangleCorners, color: rl.Color) {
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@ -51,6 +61,13 @@ _animation_rectangle_reset :: proc(animation: ^AnimationInterface) {
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data.previous = data.origin
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data.previous = data.origin
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}
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}
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_animation_rectangle_next_matrix :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.previous = data.next
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data.middle = data.next
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data.next = rectangle_corners_transform(next_matrix, data.next)
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}
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_animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
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_animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_matrix: mat3) {
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data := cast(^AnimationData_Rectangle)animation.data
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data := cast(^AnimationData_Rectangle)animation.data
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data.last = {
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data.last = {
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@ -59,12 +76,16 @@ _animation_rectangle_update_last :: proc(animation: ^AnimationInterface, master_
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br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
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br = (master_matrix * v3{**data.origin.br, 1.0}).xy,
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bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy,
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bl = (master_matrix * v3{**data.origin.bl, 1.0}).xy,
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}
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}
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fmt.println(data.last)
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fmt.println(data.origin)
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}
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}
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_animation_rectangle_update :: proc(animation: ^AnimationInterface, current_matrix: mat3, progress: f32) {
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_animation_rectangle_update :: proc(animation: ^AnimationInterface, animation_progress: f32) {
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data := cast(^AnimationData_Rectangle)animation.data
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data.middle = {
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tl = linalg.lerp(data.previous.tl, data.next.tl, animation_progress),
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tr = linalg.lerp(data.previous.tr, data.next.tr, animation_progress),
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br = linalg.lerp(data.previous.br, data.next.br, animation_progress),
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bl = linalg.lerp(data.previous.bl, data.next.bl, animation_progress),
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}
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}
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}
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_animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
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_animation_rectangle_update_goto_next :: proc(animation: ^AnimationInterface, next_matrix: mat3) {
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@ -76,6 +97,8 @@ animation_create_rectangle :: proc(rectangle: ^AnimationData_Rectangle) -> Anima
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data = rectangle,
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data = rectangle,
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reset = _animation_rectangle_reset,
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reset = _animation_rectangle_reset,
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update_last = _animation_rectangle_update_last,
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update_last = _animation_rectangle_update_last,
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update = _animation_rectangle_update,
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next_matrix = _animation_rectangle_next_matrix,
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draw_idle = _animation_rectangle_draw_idle,
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draw_idle = _animation_rectangle_draw_idle,
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draw_active = _animation_rectangle_draw_active,
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draw_active = _animation_rectangle_draw_active,
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}
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}
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@ -85,6 +108,8 @@ AnimationInterface :: struct {
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data: rawptr,
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data: rawptr,
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reset: proc(animation: ^AnimationInterface),
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reset: proc(animation: ^AnimationInterface),
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update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
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update_last: proc(animation: ^AnimationInterface, master_matrix: mat3),
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update: proc(animation: ^AnimationInterface, animation_progress: f32),
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next_matrix: proc(animation: ^AnimationInterface, next_matrix: mat3),
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draw_idle: proc(animation: AnimationInterface),
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draw_idle: proc(animation: AnimationInterface),
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draw_active: proc(animation: AnimationInterface),
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draw_active: proc(animation: AnimationInterface),
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}
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}
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@ -5,7 +5,7 @@ import "base:runtime"
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WINDOW_WIDTH :: 1280
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WINDOW_WIDTH :: 1280
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WINDOW_HEIGHT :: 720
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WINDOW_HEIGHT :: 720
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WINDOW_FRAMERATE :: 30
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WINDOW_FRAMERATE :: 60
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WINDOW_CAPTION :: "Transformation Visualizer"
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WINDOW_CAPTION :: "Transformation Visualizer"
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init :: proc() {
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init :: proc() {
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@ -40,3 +40,7 @@ should_run :: proc() -> bool {
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}
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}
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return true
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return true
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}
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}
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delta_time_fraction :: proc() -> f32 {
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return rl.GetFrameTime() / (1.0 / WINDOW_FRAMERATE)
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}
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37
program.odin
37
program.odin
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@ -4,6 +4,7 @@ import rl "libraries/raylib"
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import ui "libraries/snths_ui"
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import ui "libraries/snths_ui"
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import "core:fmt"
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import "core:fmt"
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import "core:math/linalg"
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import "core:math/linalg"
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import "core:math/ease"
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RAYGUI_ICON_PLAY :: "#131#"
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RAYGUI_ICON_PLAY :: "#131#"
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RAYGUI_ICON_PAUSE :: "#132#"
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RAYGUI_ICON_PAUSE :: "#132#"
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@ -156,6 +157,9 @@ Program :: struct {
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animations: [AnimationType]AnimationInterface,
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animations: [AnimationType]AnimationInterface,
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animation: AnimationInterface,
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animation: AnimationInterface,
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animation_matrix_index: int,
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animation_matrix_index: int,
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animation_matrix_progress: f32,
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animation_speed: f32,
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animation_ease: ease.Ease,
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}
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}
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AnimationData :: struct {
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AnimationData :: struct {
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@ -230,17 +234,16 @@ program_init :: proc(allocator := context.allocator) {
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.Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
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.Rectangle = animation_create_rectangle(&program.animation_data.rectangle)
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}
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}
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program.animation = program.animations[.Rectangle]
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program.animation = program.animations[.Rectangle]
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program.animation_speed = 0.02
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program.animation_ease = .Quadratic_Out
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}
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}
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program_get_master_matrix :: proc() -> mat3 {
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program_get_master_matrix :: proc() -> mat3 {
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matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count]
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matrices := (cast([^]mat3)raw_data(program.matrix_float_pool))[:program.matrix_count]
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master_matrix := linalg.identity_matrix(mat3)
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master_matrix := linalg.identity_matrix(mat3)
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fmt.println("master matrix: ", master_matrix)
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#reverse for mat in matrices {
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#reverse for mat in matrices {
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fmt.println("master matrix: ", master_matrix, mat)
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master_matrix *= mat
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master_matrix *= mat
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}
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}
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fmt.println("master matrix: ", master_matrix)
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return master_matrix
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return master_matrix
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}
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}
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@ -311,6 +314,14 @@ program_update :: proc() {
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grid_inner_position := rect_get_tl(grid.inner_area)
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grid_inner_position := rect_get_tl(grid.inner_area)
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draw_grid(grid.area, {32.0, 32.0}, rl.GRAY)
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draw_grid(grid.area, {32.0, 32.0}, rl.GRAY)
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if program.animation_state == .Playing {
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program.animation_matrix_progress += program.animation_speed * delta_time_fraction()
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if program.animation_matrix_progress >= 1.0 {
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program.animation_matrix_progress = 1.0;
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}
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program.animation.update(&program.animation, ease.ease(program.animation_ease, program.animation_matrix_progress))
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}
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switch program.animation_state {
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switch program.animation_state {
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case .Ready:
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case .Ready:
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program.animation.draw_idle(program.animation)
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program.animation.draw_idle(program.animation)
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value_strings, values := matrix_pool_get_mat3()
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value_strings, values := matrix_pool_get_mat3()
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value_strings[0][0] = '1'
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value_strings[0][0] = '1'
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values[0] = 1.0
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values[0] = 1.0
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fmt.bprint(value_strings[2][:], x)
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values[2] = x
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fmt.bprint(value_strings[5][:], y)
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value_strings[4][0] = '1'
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value_strings[4][0] = '1'
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values[4] = 1.0
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values[4] = 1.0
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values[5] = y
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fmt.bprint(value_strings[6][:], x)
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values[6] = x
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fmt.bprint(value_strings[7][:], y)
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values[7] = y
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fmt.bprint(value_strings[8][:], z)
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fmt.bprint(value_strings[8][:], z)
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values[8] = z
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values[8] = z
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}
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}
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@ -613,14 +620,15 @@ program_render_ui_and_handle_focus :: proc(ctx: ^ui.Context, focus_element_id: u
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case .StartTransformation:
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case .StartTransformation:
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if program.matrix_count > 0 {
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if program.matrix_count > 0 {
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program.animation_state = .Playing
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program.animation_state = .Playing
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// TOOD (synthas): Reset to initial transformation values
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program.animation.reset(&program.animation)
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program.animation.next_matrix(&program.animation, (cast(^mat3)raw_data(program.matrix_float_pool))^)
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}
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}
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case .PauseTransformation:
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case .PauseTransformation:
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program.animation_state = .Paused
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program.animation_state = .Paused
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case .ResumeTransformation:
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case .ResumeTransformation:
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program.animation_state = .Playing
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program.animation_state = .Playing
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case .ResetTransformation:
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case .ResetTransformation:
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// TODO (synthas): Reset to initial transformation values
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program.animation.reset(&program.animation)
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}
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}
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if data.type in UiButtonRecalculateFinishGroup {
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if data.type in UiButtonRecalculateFinishGroup {
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program.animation.update_last(&program.animation, program_get_master_matrix())
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program.animation.update_last(&program.animation, program_get_master_matrix())
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@ -692,8 +700,9 @@ ui_mat3 :: proc(mat: []f32, value_strings: []InputFloatField, dimensions: ui.Dim
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ui.container_begin(dimensions, config, container_data)
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ui.container_begin(dimensions, config, container_data)
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matrix_input_config := ui.ElementConfiguration {margin = 4.0}
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matrix_input_config := ui.ElementConfiguration {margin = 4.0}
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matrix_input_dimensions := ui.Dimensions {ui.Size_Percentage(1.0 / 3.0), ui.Size_Percentage(1.0 / 3.0)}
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matrix_input_dimensions := ui.Dimensions {ui.Size_Percentage(1.0 / 3.0), ui.Size_Percentage(1.0 / 3.0)}
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#unroll for i in 0..<3 {
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// column first matrices
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#unroll for j in 0..<3 {
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#unroll for j in 0..<3 {
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#unroll for i in 0..<3 {
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data := new(UiElementData_FloatInput, allocator)
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data := new(UiElementData_FloatInput, allocator)
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index := i * 3 + j
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index := i * 3 + j
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data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0]), tag = {.UpdateMatrix}}
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data^ = {value = &mat[index], value_string = cstring(&value_strings[index][0]), tag = {.UpdateMatrix}}
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