Fix floating point update for camera facing billboard mode.

This commit is contained in:
Christopher Bruns 2016-04-30 17:27:18 -04:00
parent c4590a2615
commit 6d95c9d544
1 changed files with 5 additions and 4 deletions

View File

@ -278,7 +278,6 @@ void GLSprite::Draw(int pass)
float xcenter = (x1 + x2)*0.5;
float ycenter = (y1 + y2)*0.5;
float zcenter = (z1 + z2)*0.5;
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
Matrix3x4 mat;
mat.MakeIdentity();
@ -288,10 +287,10 @@ void GLSprite::Draw(int pass)
if (drawBillboardFacingCamera) {
// [CMB] Rotate relative to camera XY position, not just camera direction,
// which is nicer in VR
float xrel = xcenter - FIXED2FLOAT(GLRenderer->mViewActor->X());
float yrel = ycenter - FIXED2FLOAT(GLRenderer->mViewActor->Y());
float xrel = xcenter - GLRenderer->mViewActor->X();
float yrel = ycenter - GLRenderer->mViewActor->Y();
float absAngleDeg = RAD2DEG(atan2(-yrel, xrel));
float counterRotationDeg = 270. - float(GLRenderer->mAngles.Yaw); // counteracts existing sprite rotation
float counterRotationDeg = 270. - GLRenderer->mAngles.Yaw.Degrees; // counteracts existing sprite rotation
float relAngleDeg = counterRotationDeg + absAngleDeg;
mat.Rotate(0, 1, 0, relAngleDeg);
@ -302,6 +301,8 @@ void GLSprite::Draw(int pass)
// Rotate the sprite about the vector starting at the center of the sprite
// triangle strip and with direction orthogonal to where the player is looking
// in the x/y plane.
float angleRad = (270. - GLRenderer->mAngles.Yaw).Radians();
mat.Rotate(-sin(angleRad), 0, cos(angleRad), -GLRenderer->mAngles.Pitch.Degrees);
}
mat.Translate(-xcenter, -zcenter, -ycenter); // retreat from sprite center