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Use grid size based arithmetics for offsets in hex tile layout #463
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Original file line number | Diff line number | Diff line change |
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@@ -1,5 +1,4 @@ | ||
pub mod axial; | ||
pub mod consts; | ||
pub mod cube; | ||
pub mod neighbors; | ||
pub mod offset; |
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Original file line number | Diff line number | Diff line change | ||||||||||
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@@ -5,13 +5,7 @@ | |||||||||||
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// Gets the screen space coordinates of the bottom left of an isometric tile position. | ||||||||||||
fn hex_row_tile_pos_to_world_pos(pos: vec2<f32>, grid_width: f32, grid_height: f32) -> vec2<f32> { | ||||||||||||
let SQRT_3: f32 = 1.7320508; | ||||||||||||
let HALF_SQRT_3: f32 = 0.8660254; | ||||||||||||
let ROW_BASIS_X: vec2<f32> = vec2<f32>(1.0, 0.0); | ||||||||||||
let ROW_BASIS_Y: vec2<f32> = vec2<f32>(0.5, HALF_SQRT_3); | ||||||||||||
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let unscaled_pos = pos.x * ROW_BASIS_X + pos.y * ROW_BASIS_Y; | ||||||||||||
return vec2<f32>(grid_width * unscaled_pos.x, ROW_BASIS_Y.y * grid_height * unscaled_pos.y); | ||||||||||||
return vec2<f32>(grid_width * (pos.x + pos.y / 2.0), grid_height * pos.y * 0.75); | ||||||||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I think naming these in variables as before would help, e.g.
Suggested change
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} | ||||||||||||
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fn row_odd_to_axial(offset_pos: vec2<f32>) -> vec2<f32> { | ||||||||||||
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Not related to this PR, but all the comments seem to be copy and paste... Haha.