add license headers
This commit is contained in:
31
gfx/dice.h
31
gfx/dice.h
@@ -1,4 +1,28 @@
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/*
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* dice.h
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* Copyright (c) 2025 Christopher Herb
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#pragma once
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#include <array>
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using namespace std;
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@@ -28,6 +52,7 @@ struct dice {
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array<quad, 6> segments_left;
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};
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// caclulates coordinates for an isometric dice control with bar segments
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inline void dice_init(dice& d, float width, float height)
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{
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const float shortening = 0.866f;
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@@ -66,7 +91,8 @@ inline void dice_init(dice& d, float width, float height)
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// calculate segments of the left face
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for (int i = 0; i < d.segments_left.size(); i++) {
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const point base_p1 = point {mid_x - face_width + pad_x, face_half_height + pad_y};
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const point base_p1 =
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point {mid_x - face_width + pad_x, face_half_height + pad_y};
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const point base_p2 = point {mid_x - pad_x, face_height};
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float seg_y = i * (segment_height + gap_height);
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point p1 = {base_p1.x, base_p1.y + seg_y};
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@@ -80,7 +106,8 @@ inline void dice_init(dice& d, float width, float height)
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// correct center of the diamond face
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// the diamond spans from b_p1 (top) to the middle of the left face
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float diamond_center_x = mid_x;
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float diamond_center_y = face_half_height / 2.0f + face_half_height / 2.0f; // move down to actual center
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float diamond_center_y =
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face_half_height / 2.0f + face_half_height / 2.0f; // move down to actual center
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// for 30-degree isometric, the grid directions are:
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float cos30 = 1.f; // cos(30°) = √3/2 ≈ 0.866
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