Misc Fixes for BobWeapon3D

- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
This commit is contained in:
Ricardo Luís Vaz Silva 2022-12-12 10:11:14 -03:00 committed by Christoph Oelckers
parent 561bce40fc
commit de65d1b96f
2 changed files with 18 additions and 6 deletions

View file

@ -89,7 +89,7 @@ void HWDrawInfo::DrawPSprite(HUDSprite *huds, FRenderState &state)
state.AlphaFunc(Alpha_GEqual, 0);
FHWModelRenderer renderer(this, state, huds->lightindex);
RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / 4., 0), FVector3(0, 0, 0), huds->mframe);
RenderHUDModel(&renderer, huds->weapon, huds->translation, huds->rotation + FVector3(huds->mx / 4., (huds->my - WEAPONTOP) / -4., 0), huds->pivot, huds->mframe);
state.SetVertexBuffer(screen->mVertexData);
}
else
@ -202,8 +202,10 @@ static WeaponPosition3D GetWeaponPosition3D(player_t *player, double ticFrac)
w.wx = (float)(w.weapon->oldx + (w.weapon->x - w.weapon->oldx) * ticFrac);
w.wy = (float)(w.weapon->oldy + (w.weapon->y - w.weapon->oldy) * ticFrac);
}
auto weaponActor = w.weapon->GetCaller();
if(weaponActor && weaponActor->IsKindOf(NAME_Weapon))
if (weaponActor && weaponActor->IsKindOf(NAME_Weapon))
{
DVector3 *dPivot = (DVector3*) weaponActor->ScriptVar(NAME_BobPivot3D, nullptr);
w.pivot.X = (float) dPivot->X;
@ -269,9 +271,18 @@ static FVector2 BobWeapon3D(WeaponPosition3D &weap, DPSprite *psp, FVector3 &tra
if (psp->Flags & PSPF_ADDBOB)
{
translation = (psp->Flags & PSPF_MIRROR) ? FVector3(-weap.translation.X, weap.translation.Y, weap.translation.Z) : weap.translation ; // TODO handle PSPF_MIRROR?
rotation = weap.rotation;
pivot = weap.pivot;
if (psp->Flags & PSPF_MIRROR)
{
translation = FVector3(-weap.translation.X, weap.translation.Y, weap.translation.Z);
rotation = FVector3(-weap.rotation.X, weap.rotation.Y, weap.rotation.Z);
pivot = FVector3(-weap.pivot.X, weap.pivot.Y, weap.pivot.Z);
}
else
{
translation = weap.translation ;
rotation = weap.rotation ;
pivot = weap.pivot ;
}
}
else
{

View file

@ -2440,7 +2440,8 @@ class PlayerPawn : Actor
virtual Vector3 /*translation*/ , Vector3 /*rotation*/ BobWeapon3D (double ticfrac)
{
return (0, 0, 0) , (BobWeapon(ticfrac) / 4, 0);
Vector2 oldBob = BobWeapon(ticfrac);
return (0, 0, 0) , ( oldBob.x / 4, oldBob.y / -4, 0);
}
//----------------------------------------------------------------------------