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Scale sprite z level by their scale #4156
Scale sprite z level by their scale #4156
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it feels wrong to keep a
Quat
for rotations, but I'm not sure if keeping only two axis of rotations would be enough here. I feel it would, which would probably make it faster?There was a problem hiding this comment.
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Don't we only need a single 2D rotation axis?
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heh 3d rotations in 2d are one of the things where I give up usually...
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I think we can use
Quat::mul_vec3
withVec3::X
, and truncate that. We then get the angle from thatVec2
, e.g.Vec2::angle_between
withVec2::X
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that's exactly what
local_x()
does, so it's simply"Get the angle between the global x-axis and the local x unit-vector"
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The sprite has 0 width, changing the depth here based on the scale doesn't make sense.