a bunch of shit
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+13
-11
@@ -3,10 +3,9 @@
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// please, dont. if you do continue, edit the value below
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// as a warning for future you.
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// hoursWasted = 2
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// hoursWasted = 5
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cmath>
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#include "renderer/camera.hpp"
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@@ -27,20 +26,23 @@ DeltaVector2 DeltaCamera::projectPointVec(const DeltaVector3 &worldPos) {
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// yaw translate
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calculatedPos.x = (worldPos.x - pos.x) * cosineX - (worldPos.y - pos.y) * sineX;
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calculatedPos.y = (worldPos.y - pos.y) * cosineX + (worldPos.x - pos.x) * sineX;
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calculatedPos.z = (worldPos.z - pos.z);
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DeltaVector3 t = worldPos - pos;
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float rx = t.x * cosineX - t.y * sineX;
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float ry = t.y * cosineX + t.x * sineX;
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float rz = (worldPos.z - pos.z);
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// pitch translate
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float tempY = calculatedPos.y, tempZ = calculatedPos.z;
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calculatedPos.y = tempY * cosineY - tempZ * sineY;
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calculatedPos.z = tempY * sineY + tempZ * cosineY;
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calculatedPos.x = rx;
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calculatedPos.y = ry * cosineY - t.z * sineY;
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calculatedPos.z = t.z * cosineY + ry * sineY;
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// dont touch calculatedPos.x
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projected.x = calculatedPos.x * FOCAL / calculatedPos.y + SIMULATED_WIDTH / 2;
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projected.y = calculatedPos.z * FOCAL / calculatedPos.y + SIMULATED_HEIGHT / 2;
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// calculatedPos.y = calculatedPos.y * cosineY;
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projected.x = calculatedPos.x * FOCAL / calculatedPos.y + SIMULATED_WIDTH / 2.0f;
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projected.y = calculatedPos.z * FOCAL / calculatedPos.y + SIMULATED_HEIGHT / 2.0f;
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// now gotta convert y to our y
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projected.y = SIMULATED_HEIGHT - projected.y;
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