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Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
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parent
e5ca3caa6c
commit
8f74cebd44
4 changed files with 59 additions and 19 deletions
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@ -142,8 +142,6 @@ DEFINE_FIELD(DPSprite, oldscalex)
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DEFINE_FIELD(DPSprite, oldscaley)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD(DPSprite, oldrotation)
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DEFINE_FIELD(DPSprite, PivotPercent)
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DEFINE_FIELD(DPSprite, PivotScreen)
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DEFINE_FIELD(DPSprite, firstTic)
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DEFINE_FIELD(DPSprite, Tics)
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DEFINE_FIELD(DPSprite, Translation)
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@ -157,6 +155,7 @@ DEFINE_FIELD_BIT(DPSprite, Flags, bMirror, PSPF_MIRROR)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPlayerTranslated, PSPF_PLAYERTRANSLATED)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotPercent, PSPF_PIVOTPERCENT)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotScreen, PSPF_PIVOTSCREEN)
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DEFINE_FIELD_BIT(DPSprite, Flags, bPivotOffsetRel, PSPF_PIVOTOFFSETREL)
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//------------------------------------------------------------------------
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//
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@ -185,7 +184,8 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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oldpx(.0), oldpy(.0),
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oldrotation(.0),
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PivotPercent(true),
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PivotScreen(false)
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PivotScreen(false),
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PivotOffsetRel(false)
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{
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alpha = 1;
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Renderstyle = STYLE_Normal;
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@ -73,6 +73,7 @@ enum PSPFlags
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PSPF_PLAYERTRANSLATED = 1 << 10,
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PSPF_PIVOTPERCENT = 1 << 11,
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PSPF_PIVOTSCREEN = 1 << 12,
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PSPF_PIVOTOFFSETREL = 1 << 13,
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};
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class DPSprite : public DObject
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@ -101,6 +102,7 @@ public:
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bool PivotScreen; // If true, the pivot is based on the entire screen width/height instead of the image's dimensions/position.
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bool PivotPercent; // If true, the pivot goes between [0.0, 1.0]. Otherwise, it's a pixel position offset from the image size.
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bool PivotOffsetRel; // If true, x & y are relative to rotation. Otherwise, x is left/right and y is up/down.
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double px, py; // pivot points
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double oldpx, oldpy;
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double rotation; // How much rotation to apply.
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@ -485,28 +485,66 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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auto verts = screen->mVertexData->AllocVertices(4);
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mx = verts.second;
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// [MC] Code copied from DTA_Rotate
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// Big thanks to IvanDobrovski who helped me modify this.
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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{
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double radang = psp->rotation * (pi::pi() / 180.);
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double cosang = cos(radang);
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double sinang = sin(radang);
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float radang = psp->rotation * (pi::pi() / 180.);
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float cosang = -cos(radang);
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float sinang = -sin(radang);
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double xcenter = psp->x;
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double ycenter = psp->y;
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float xcenter, ycenter;
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float px = float(psp->px);
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float py = float(psp->py);
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double xx1 = xcenter + psp->scalex * (x1 * cosang + y1 * sinang);
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double yy1 = ycenter + psp->scaley * (x1 * sinang - y1 * cosang);
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if (psp->Flags & PSPF_PIVOTSCREEN)
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{
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if (psp->Flags & PSPF_PIVOTPERCENT)
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{
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xcenter = vw * psp->px + viewwindowx + psp->x;
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ycenter = vh * psp->py + viewwindowy + psp->y;
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}
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else
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{
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xcenter = vw * 0.5 + viewwindowx + psp->x + psp->px;
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ycenter = vh * 0.5 + viewwindowy + psp->y + psp->py;
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}
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}
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else
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{
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if (psp->Flags & PSPF_PIVOTPERCENT)
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{
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xcenter = (x1 + x2) * psp->px + psp->x;
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ycenter = (y1 + y2) * psp->py + psp->y;
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}
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else
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{
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xcenter = ((x1 + x2) * 0.5 + psp->x) + psp->px;
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ycenter = ((x1 + x2) * 0.5 + psp->y) + psp->py;
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}
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}
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double xx2 = xcenter + psp->scalex * (x1 * cosang + y2 * sinang);
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double yy2 = ycenter + psp->scaley * (x1 * sinang - y2 * cosang);
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x1 -= xcenter;
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y1 -= ycenter;
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double xx3 = xcenter + psp->scalex * (x2 * cosang + y1 * sinang);
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double yy3 = ycenter + psp->scaley * (x2 * sinang - y1 * cosang);
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x2 -= xcenter;
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y2 -= ycenter;
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double xx4 = xcenter + psp->scalex * (x2 * cosang + y2 * sinang);
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double yy4 = ycenter + psp->scaley * (x2 * sinang - y2 * cosang);
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float ssx = (float)psp->scalex;
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float ssy = (float)psp->scaley;
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float xx1 = xcenter + ssx * (x1 * cosang + y1 * sinang);
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float yy1 = ycenter + ssy * (x1 * sinang - y1 * cosang);
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float xx2 = xcenter + ssx * (x1 * cosang + y2 * sinang);
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float yy2 = ycenter + ssy * (x1 * sinang - y2 * cosang);
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float xx3 = xcenter + ssx * (x2 * cosang + y1 * sinang);
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float yy3 = ycenter + ssy * (x2 * sinang - y1 * cosang);
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float xx4 = xcenter + ssx * (x2 * cosang + y2 * sinang);
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float yy4 = ycenter + ssy * (x2 * sinang - y2 * cosang);
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verts.first[0].Set(xx1, yy1, 0, u1, v1);
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verts.first[1].Set(xx2, yy2, 0, u1, v2);
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@ -515,7 +553,6 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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}
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else
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{
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verts.first[0].Set(x1, y1, 0, u1, v1);
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verts.first[1].Set(x1, y2, 0, u1, v2);
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verts.first[2].Set(x2, y1, 0, u2, v1);
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@ -2580,6 +2580,7 @@ class PSprite : Object native play
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native bool bPlayerTranslated;
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native bool bPivotPercent;
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native bool bPivotScreen;
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native bool bPivotOffsetRel;
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native void SetState(State newstate, bool pending = false);
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