void SpriteBatch::DrawAgent(Agent* a_agent) { Vec2 pos = a_agent->m_pos; float width = (float)m_agentWidth; float height = (float)m_agentHeight; int xOff = (int)width / 2; int yOff = (int)height / 2; Vec2 tl = Vec2(-xOff, -yOff); Vec2 tr = Vec2(xOff , -yOff); Vec2 br = Vec2(-xOff, yOff); Vec2 bl = Vec2(xOff , yOff); float rot = Vec2(0,1).GetAngleBetween(a_agent->m_heading); //create matrix for start point Mat3 rotMat; rotMat.Rotate(rot + 3.141592654); rotMat.SetTranslation(pos); //set the 4 vert points to correct rotation tl = rotMat.TransformPoint(tl); tr = rotMat.TransformPoint(tr); br = rotMat.TransformPoint(br); bl = rotMat.TransformPoint(bl); processSprite(&tl, &tr, &bl, &br, m_agentIBO, m_agentVBO, m_texID_agent, SPRITE_COLOUR_WHITE); }
//Draw Line void SpriteBatch::DrawLine(Vec2 a_start, Vec2 a_end, SPRITE_COLOUR a_col, float a_width) { //width used to offsetting float width; if(a_width > 0) width = a_width; else width = (float)m_line_width / 2; //width override for debugging //width = 50; float size = (a_start - a_end).Length(); Vec2 origin = Vec2(-width / 2, 0); //set the line around the zero point with the pivot //at the top center (0,0) //oriented for rotation zero along the x axis Vec2 tl = Vec2(0, 0) + origin; Vec2 tr = Vec2(width, 0) + origin; Vec2 br = Vec2(0, size) + origin; Vec2 bl = Vec2(width, size) + origin; //get difference normalised // Vec2 diff = Vec2(a_end.x - a_start.x, a_end.y - a_start.y).GetNormalised(); Vec2 diff = (a_start - a_end).GetNormalised(); float rot = Vec2(0,1).GetAngleBetween(diff); //create matrix for start point Mat3 rotMat; rotMat.Rotate(rot + 3.141592654); rotMat.SetTranslation(a_start); //transform line start point tl = rotMat.TransformPoint(tl); tr = rotMat.TransformPoint(tr); //transform line end point br = rotMat.TransformPoint(br); bl = rotMat.TransformPoint(bl); processSprite(&tl, &tr, &bl, &br, m_lineIBO, m_lineVBO, m_texID_line, a_col); }