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View Code? Open in Web Editor NEWA prototype cross-platform open-source engine built on SFML featuring Box2D physics, Lua scripting and Imgui, built using C++
Home Page: https://aas.sh/project/relocate-engine/
A prototype cross-platform open-source engine built on SFML featuring Box2D physics, Lua scripting and Imgui, built using C++
Home Page: https://aas.sh/project/relocate-engine/
Not sure how the Component being a Sprite
relates to anything. I've already tried simply wrapping the sf::Sprite
class instead of inheriting from it, but the problem persists. This only happens on my laptop and seemingly nowhere else.
When the following code is uncommented and used instead of the replacement code, t->rotation
changes even though body->GetAngle()
does not. When using warpTo
and thus setting the body as out of sync, this being called multiple times due to the mouse being held down causes an exponential increase. When this is then set back into the b2Body
s rotation inside the sync function as infinity, the body disappears (presumably because it's spinning too fast to render).
The resetting is not the problem, the problem lies in the fact that when tweened, t->rotation
is yielding values which change over time by a significant amount even when the body is stationary.
When rotating a box 90 degrees (~1.57 radians), t->rotation
would start at 180 degrees and tick downwards (or upwards if it was rotated to -90 degrees). When it crossed the value in body->GetAngle()
, it would reset back to 180 degrees. Put simply, t->rotation
changes an entire 90 degrees before restarting the cycle.
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