Converted scale and pivot to vectors, and rotation to an angle.

This commit is contained in:
Major Cooke 2020-10-03 17:28:00 -05:00 committed by Christoph Oelckers
parent a6bbddf167
commit 7477dfa922
5 changed files with 50 additions and 52 deletions

View file

@ -132,10 +132,8 @@ DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y) DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx) DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy) DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, px) DEFINE_FIELD(DPSprite, pivot)
DEFINE_FIELD(DPSprite, py) DEFINE_FIELD(DPSprite, scale)
DEFINE_FIELD(DPSprite, scalex)
DEFINE_FIELD(DPSprite, scaley)
DEFINE_FIELD(DPSprite, rotation) DEFINE_FIELD(DPSprite, rotation)
DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0) DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1) DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
@ -178,13 +176,13 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
Frame(0), Frame(0),
ID(id), ID(id),
processPending(true), processPending(true),
scalex(1.0), scaley(1.0),
px(.0), py(.0),
rotation(.0),
HAlign(0), HAlign(0),
VAlign(0), VAlign(0),
InterpolateTic(false) InterpolateTic(false)
{ {
rotation = 0.;
scale = {1.0, 1.0};
pivot = {0.0, 0.0};
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
Coord[i] = DVector2(0, 0); Coord[i] = DVector2(0, 0);
@ -675,6 +673,17 @@ enum WOFFlags
WOF_ZEROY = 1 << 5, WOF_ZEROY = 1 << 5,
}; };
void HandleOverlayRelative(DPSprite *psp, double *x, double *y)
{
double wx = *x;
double wy = *y;
double c = psp->rotation.Cos(), s = psp->rotation.Sin();
double nx = wx * c + wy * s;
double ny = wx * s - wy * c;
*x = nx; *y = ny;
}
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
// //
// PROC A_OverlayVertexOffset // PROC A_OverlayVertexOffset
@ -701,7 +710,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayVertexOffset)
if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = (flags & WOF_ADD) ? pspr->Coord[index].X + x : x; if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = (flags & WOF_ADD) ? pspr->Coord[index].X + x : x;
if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = (flags & WOF_ADD) ? pspr->Coord[index].Y + y : y; if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = (flags & WOF_ADD) ? pspr->Coord[index].Y + y : y;
if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true; if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
return 0; return 0;
} }
@ -731,10 +740,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
if (!(flags & WOF_ZEROY) && wy == 0.0) if (!(flags & WOF_ZEROY) && wy == 0.0)
wy = wx; wy = wx;
if (!(flags & WOF_KEEPX)) pspr->scalex = (flags & WOF_ADD) ? pspr->scalex + wx : wx; if (!(flags & WOF_KEEPX)) pspr->scale.X = (flags & WOF_ADD) ? pspr->scale.X + wx : wx;
if (!(flags & WOF_KEEPY)) pspr->scaley = (flags & WOF_ADD) ? pspr->scaley + wy : wy; if (!(flags & WOF_KEEPY)) pspr->scale.Y = (flags & WOF_ADD) ? pspr->scale.Y + wy : wy;
if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true; if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
return 0; return 0;
} }
@ -749,7 +758,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
{ {
PARAM_ACTION_PROLOGUE(AActor); PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer) PARAM_INT(layer)
PARAM_FLOAT(degrees) PARAM_ANGLE(degrees)
PARAM_INT(flags) PARAM_INT(flags)
if (!ACTION_CALL_FROM_PSPRITE()) if (!ACTION_CALL_FROM_PSPRITE())
@ -760,7 +769,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
if (pspr != nullptr) if (pspr != nullptr)
{ {
pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees; pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees;
if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true; if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
} }
return 0; return 0;
@ -790,17 +799,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
if (flags & WOF_RELATIVE) if (flags & WOF_RELATIVE)
{ {
DAngle rot = pspr->rotation; HandleOverlayRelative(pspr, &wx, &wy);
double c = rot.Cos(), s = rot.Sin();
double nx = wx * c + wy * s;
double ny = wx * s - wy * c;
wx = nx; wy = ny;
} }
if (!(flags & WOF_KEEPX)) pspr->px = (flags & WOF_ADD) ? pspr->px + wx : wx; if (!(flags & WOF_KEEPX)) pspr->pivot.X = (flags & WOF_ADD) ? pspr->pivot.X + wx : wx;
if (!(flags & WOF_KEEPY)) pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy; if (!(flags & WOF_KEEPY)) pspr->pivot.Y = (flags & WOF_ADD) ? pspr->pivot.Y + wy : wy;
if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true; if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
return 0; return 0;
} }
@ -830,17 +835,13 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
if (flags & WOF_RELATIVE) if (flags & WOF_RELATIVE)
{ {
DAngle rot = psp->rotation; HandleOverlayRelative(psp, &wx, &wy);
double c = rot.Cos(), s = rot.Sin();
double nx = wx * c + wy * s;
double ny = wx * s - wy * c;
wx = nx; wy = ny;
} }
if (!(flags & WOF_KEEPX)) psp->x = (flags & WOF_ADD) ? psp->x + wx : wx; if (!(flags & WOF_KEEPX)) psp->x = (flags & WOF_ADD) ? psp->x + wx : wx;
if (!(flags & WOF_KEEPY)) psp->y = (flags & WOF_ADD) ? psp->y + wy : wy; if (!(flags & WOF_KEEPY)) psp->y = (flags & WOF_ADD) ? psp->y + wy : wy;
if (flags & WOF_INTERPOLATE) psp->InterpolateTic = true; if (flags & (WOF_ADD | WOF_INTERPOLATE)) psp->InterpolateTic = true;
/* /*
if (!(flags & (WOF_INTERPOLATE|WOF_ADD))) if (!(flags & (WOF_INTERPOLATE|WOF_ADD)))
{ {
@ -1251,10 +1252,8 @@ void DPSprite::Serialize(FSerializer &arc)
("oldx", oldx) ("oldx", oldx)
("oldy", oldy) ("oldy", oldy)
("alpha", alpha) ("alpha", alpha)
("px", px) ("pivot", pivot)
("py", py) ("scale", scale)
("scalex", scalex)
("scaley", scaley)
("rotation", rotation) ("rotation", rotation)
("halign", HAlign) ("halign", HAlign)
("valign", VAlign) ("valign", VAlign)

View file

@ -114,15 +114,15 @@ public:
float GetYAdjust(bool fullscreen); float GetYAdjust(bool fullscreen);
int HAlign, VAlign; // Horizontal and vertical alignment int HAlign, VAlign; // Horizontal and vertical alignment
double px, py; // pivot points DAngle rotation; // How much rotation to apply.
double rotation; // How much rotation to apply. DVector2 pivot; // pivot points
double scalex, scaley; // Scale DVector2 scale; // Scale
double x, y, alpha; double x, y, alpha;
double oldx, oldy; double oldx, oldy;
bool InterpolateTic; bool InterpolateTic; // One tic interpolation (WOF_INTERPOLATE)
DVector2 Coord[4]; // Offsets DVector2 Coord[4]; // Offsets
WeaponInterp Prev; // Interpolation WeaponInterp Prev; // Interpolation
WeaponInterp Vert; // Current Position WeaponInterp Vert; // Current Position
bool firstTic; bool firstTic;
int Tics; int Tics;
uint32_t Translation; uint32_t Translation;

View file

@ -481,7 +481,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X; const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale); Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
} }
if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0) if (psp->rotation != 0.0 || !psp->scale.isZero())
{ {
// [MC] Sets up the alignment for starting the pivot at, in a corner. // [MC] Sets up the alignment for starting the pivot at, in a corner.
float anchorx, anchory; float anchorx, anchory;
@ -503,16 +503,15 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
// Handle PSPF_FLIP. // Handle PSPF_FLIP.
if (flip) anchorx = 1.0 - anchorx; if (flip) anchorx = 1.0 - anchorx;
FAngle rot = float((flip) ? -psp->rotation : psp->rotation); FAngle rot = float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees);
rot.Normalized360();
const float cosang = rot.Cos(); const float cosang = rot.Cos();
const float sinang = rot.Sin(); const float sinang = rot.Sin();
float xcenter, ycenter; float xcenter, ycenter;
const float width = x2 - x1; const float width = x2 - x1;
const float height = y2 - y1; const float height = y2 - y1;
const float px = float((flip) ? -psp->px : psp->px); const float px = float((flip) ? -psp->pivot.X : psp->pivot.X);
const float py = float(psp->py); const float py = float(psp->pivot.Y);
// Set up the center and offset accordingly. PivotPercent changes it to be a range [0.0, 1.0] // Set up the center and offset accordingly. PivotPercent changes it to be a range [0.0, 1.0]
// instead of pixels and is enabled by default. // instead of pixels and is enabled by default.
@ -531,14 +530,14 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
for (int i = 0; i < 4; i++) for (int i = 0; i < 4; i++)
{ {
Vert.v[i] -= {xcenter, ycenter}; Vert.v[i] -= {xcenter, ycenter};
const float xx = xcenter + psp->scalex * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang); const float xx = xcenter + psp->scale.X * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
const float yy = ycenter - psp->scaley * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang); const float yy = ycenter - psp->scale.Y * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
Vert.v[i] = {xx, yy}; Vert.v[i] = {xx, yy};
} }
} }
psp->Vert = Vert; psp->Vert = Vert;
if (psp->scalex == 0.0 || psp->scaley == 0.0) if (psp->scale.X == 0.0 || psp->scale.Y == 0.0)
return false; return false;
bool vertsOnScreen = false; bool vertsOnScreen = false;

View file

@ -217,8 +217,10 @@ class Weapon : StateProvider
{ {
if (!psp) return; if (!psp) return;
psp.rotation = 0; psp.rotation = 0;
psp.scalex = 1.0; psp.scale.x = 1;
psp.scaley = 1.0; psp.scale.y = 1;
psp.pivot.x = 0;
psp.pivot.y = 0;
psp.valign = 0; psp.valign = 0;
psp.halign = 0; psp.halign = 0;
psp.Coord0 = (0,0); psp.Coord0 = (0,0);

View file

@ -2561,10 +2561,8 @@ class PSprite : Object native play
native double y; native double y;
native double oldx; native double oldx;
native double oldy; native double oldy;
native double px; native Vector2 pivot;
native double py; native Vector2 scale;
native double scalex;
native double scaley;
native double rotation; native double rotation;
native int HAlign, VAlign; native int HAlign, VAlign;
native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset. native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset.