Added code for rotating the PSprite, courtesy of IvanDobrovski.

- However, the XY offsets are relative as a result.This must be made toggleable.
This commit is contained in:
Major Cooke 2020-09-30 14:47:00 -05:00 committed by Christoph Oelckers
parent e5ca3caa6c
commit 8f74cebd44
4 changed files with 59 additions and 19 deletions

View file

@ -142,8 +142,6 @@ DEFINE_FIELD(DPSprite, oldscalex)
DEFINE_FIELD(DPSprite, oldscaley) DEFINE_FIELD(DPSprite, oldscaley)
DEFINE_FIELD(DPSprite, rotation) DEFINE_FIELD(DPSprite, rotation)
DEFINE_FIELD(DPSprite, oldrotation) DEFINE_FIELD(DPSprite, oldrotation)
DEFINE_FIELD(DPSprite, PivotPercent)
DEFINE_FIELD(DPSprite, PivotScreen)
DEFINE_FIELD(DPSprite, firstTic) DEFINE_FIELD(DPSprite, firstTic)
DEFINE_FIELD(DPSprite, Tics) DEFINE_FIELD(DPSprite, Tics)
DEFINE_FIELD(DPSprite, Translation) DEFINE_FIELD(DPSprite, Translation)
@ -157,6 +155,7 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED) DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT) DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN) DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
DEFINE_FIELD_BIT(DPSprite, Flags, bPivotOffsetRel, PSPF_PIVOTOFFSETREL)
//------------------------------------------------------------------------ //------------------------------------------------------------------------
// //
@ -185,7 +184,8 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
oldpx(.0), oldpy(.0), oldpx(.0), oldpy(.0),
oldrotation(.0), oldrotation(.0),
PivotPercent(true), PivotPercent(true),
PivotScreen(false) PivotScreen(false),
PivotOffsetRel(false)
{ {
alpha = 1; alpha = 1;
Renderstyle = STYLE_Normal; Renderstyle = STYLE_Normal;

View file

@ -73,6 +73,7 @@ enum PSPFlags
PSPF_PLAYERTRANSLATED = 1 << 10, PSPF_PLAYERTRANSLATED = 1 << 10,
PSPF_PIVOTPERCENT = 1 << 11, PSPF_PIVOTPERCENT = 1 << 11,
PSPF_PIVOTSCREEN = 1 << 12, PSPF_PIVOTSCREEN = 1 << 12,
PSPF_PIVOTOFFSETREL = 1 << 13,
}; };
class DPSprite : public DObject class DPSprite : public DObject
@ -101,6 +102,7 @@ public:
bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position. bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size. bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
bool PivotOffsetRel; // If true, x & y are relative to rotation. Otherwise, x is left/right and y is up/down.
double px, py; // pivot points double px, py; // pivot points
double oldpx, oldpy; double oldpx, oldpy;
double rotation; // How much rotation to apply. double rotation; // How much rotation to apply.

View file

@ -485,28 +485,66 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
auto verts = screen->mVertexData->AllocVertices(4); auto verts = screen->mVertexData->AllocVertices(4);
mx = verts.second; mx = verts.second;
// [MC] Code copied from DTA_Rotate
// Big thanks to IvanDobrovski who helped me modify this.
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0) if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
{ {
double radang = psp->rotation * (pi::pi() / 180.); float radang = psp->rotation * (pi::pi() / 180.);
double cosang = cos(radang); float cosang = -cos(radang);
double sinang = sin(radang); float sinang = -sin(radang);
double xcenter = psp->x; float xcenter, ycenter;
double ycenter = psp->y;
float px = float(psp->px);
float py = float(psp->py);
double xx1 = xcenter + psp->scalex * (x1 * cosang + y1 * sinang); if (psp->Flags & PSPF_PIVOTSCREEN)
double yy1 = ycenter + psp->scaley * (x1 * sinang - y1 * cosang); {
if (psp->Flags & PSPF_PIVOTPERCENT)
{
xcenter = vw * psp->px + viewwindowx + psp->x;
ycenter = vh * psp->py + viewwindowy + psp->y;
}
else
{
xcenter = vw * 0.5 + viewwindowx + psp->x + psp->px;
ycenter = vh * 0.5 + viewwindowy + psp->y + psp->py;
}
}
else
{
if (psp->Flags & PSPF_PIVOTPERCENT)
{
xcenter = (x1 + x2) * psp->px + psp->x;
ycenter = (y1 + y2) * psp->py + psp->y;
}
else
{
xcenter = ((x1 + x2) * 0.5 + psp->x) + psp->px;
ycenter = ((x1 + x2) * 0.5 + psp->y) + psp->py;
}
}
double xx2 = xcenter + psp->scalex * (x1 * cosang + y2 * sinang); x1 -= xcenter;
double yy2 = ycenter + psp->scaley * (x1 * sinang - y2 * cosang); y1 -= ycenter;
double xx3 = xcenter + psp->scalex * (x2 * cosang + y1 * sinang); x2 -= xcenter;
double yy3 = ycenter + psp->scaley * (x2 * sinang - y1 * cosang); y2 -= ycenter;
double xx4 = xcenter + psp->scalex * (x2 * cosang + y2 * sinang); float ssx = (float)psp->scalex;
double yy4 = ycenter + psp->scaley * (x2 * sinang - y2 * cosang); float ssy = (float)psp->scaley;
float xx1 = xcenter + ssx * (x1 * cosang + y1 * sinang);
float yy1 = ycenter + ssy * (x1 * sinang - y1 * cosang);
float xx2 = xcenter + ssx * (x1 * cosang + y2 * sinang);
float yy2 = ycenter + ssy * (x1 * sinang - y2 * cosang);
float xx3 = xcenter + ssx * (x2 * cosang + y1 * sinang);
float yy3 = ycenter + ssy * (x2 * sinang - y1 * cosang);
float xx4 = xcenter + ssx * (x2 * cosang + y2 * sinang);
float yy4 = ycenter + ssy * (x2 * sinang - y2 * cosang);
verts.first[0].Set(xx1, yy1, 0, u1, v1); verts.first[0].Set(xx1, yy1, 0, u1, v1);
verts.first[1].Set(xx2, yy2, 0, u1, v2); verts.first[1].Set(xx2, yy2, 0, u1, v2);
@ -515,7 +553,6 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
} }
else else
{ {
verts.first[0].Set(x1, y1, 0, u1, v1); verts.first[0].Set(x1, y1, 0, u1, v1);
verts.first[1].Set(x1, y2, 0, u1, v2); verts.first[1].Set(x1, y2, 0, u1, v2);
verts.first[2].Set(x2, y1, 0, u2, v1); verts.first[2].Set(x2, y1, 0, u2, v1);

View file

@ -2580,6 +2580,7 @@ class PSprite : Object native play
native bool bPlayerTranslated; native bool bPlayerTranslated;
native bool bPivotPercent; native bool bPivotPercent;
native bool bPivotScreen; native bool bPivotScreen;
native bool bPivotOffsetRel;
native void SetState(State newstate, bool pending = false); native void SetState(State newstate, bool pending = false);