mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 23:02:08 +00:00
Converted scale and pivot to vectors, and rotation to an angle.
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parent
a6bbddf167
commit
7477dfa922
5 changed files with 50 additions and 52 deletions
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@ -132,10 +132,8 @@ DEFINE_FIELD(DPSprite, x)
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DEFINE_FIELD(DPSprite, y)
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DEFINE_FIELD(DPSprite, oldx)
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DEFINE_FIELD(DPSprite, oldy)
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DEFINE_FIELD(DPSprite, px)
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DEFINE_FIELD(DPSprite, py)
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DEFINE_FIELD(DPSprite, scalex)
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DEFINE_FIELD(DPSprite, scaley)
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DEFINE_FIELD(DPSprite, pivot)
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DEFINE_FIELD(DPSprite, scale)
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DEFINE_FIELD(DPSprite, rotation)
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DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
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DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
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@ -178,13 +176,13 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
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Frame(0),
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ID(id),
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processPending(true),
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scalex(1.0), scaley(1.0),
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px(.0), py(.0),
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rotation(.0),
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HAlign(0),
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VAlign(0),
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InterpolateTic(false)
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{
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rotation = 0.;
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scale = {1.0, 1.0};
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pivot = {0.0, 0.0};
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for (int i = 0; i < 4; i++)
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{
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Coord[i] = DVector2(0, 0);
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@ -675,6 +673,17 @@ enum WOFFlags
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WOF_ZEROY = 1 << 5,
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};
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void HandleOverlayRelative(DPSprite *psp, double *x, double *y)
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{
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double wx = *x;
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double wy = *y;
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double c = psp->rotation.Cos(), s = psp->rotation.Sin();
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double nx = wx * c + wy * s;
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double ny = wx * s - wy * c;
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*x = nx; *y = ny;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_OverlayVertexOffset
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@ -701,7 +710,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayVertexOffset)
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if (!(flags & WOF_KEEPX)) pspr->Coord[index].X = (flags & WOF_ADD) ? pspr->Coord[index].X + x : x;
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if (!(flags & WOF_KEEPY)) pspr->Coord[index].Y = (flags & WOF_ADD) ? pspr->Coord[index].Y + y : y;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
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return 0;
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}
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@ -731,10 +740,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
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if (!(flags & WOF_ZEROY) && wy == 0.0)
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wy = wx;
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if (!(flags & WOF_KEEPX)) pspr->scalex = (flags & WOF_ADD) ? pspr->scalex + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->scaley = (flags & WOF_ADD) ? pspr->scaley + wy : wy;
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if (!(flags & WOF_KEEPX)) pspr->scale.X = (flags & WOF_ADD) ? pspr->scale.X + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->scale.Y = (flags & WOF_ADD) ? pspr->scale.Y + wy : wy;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
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return 0;
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}
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@ -749,7 +758,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer)
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PARAM_FLOAT(degrees)
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PARAM_ANGLE(degrees)
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PARAM_INT(flags)
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if (!ACTION_CALL_FROM_PSPRITE())
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@ -760,7 +769,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
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if (pspr != nullptr)
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{
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pspr->rotation = (flags & WOF_ADD) ? pspr->rotation + degrees : degrees;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
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}
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return 0;
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@ -790,17 +799,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)
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if (flags & WOF_RELATIVE)
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{
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DAngle rot = pspr->rotation;
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double c = rot.Cos(), s = rot.Sin();
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double nx = wx * c + wy * s;
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double ny = wx * s - wy * c;
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wx = nx; wy = ny;
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HandleOverlayRelative(pspr, &wx, &wy);
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}
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if (!(flags & WOF_KEEPX)) pspr->px = (flags & WOF_ADD) ? pspr->px + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
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if (!(flags & WOF_KEEPX)) pspr->pivot.X = (flags & WOF_ADD) ? pspr->pivot.X + wx : wx;
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if (!(flags & WOF_KEEPY)) pspr->pivot.Y = (flags & WOF_ADD) ? pspr->pivot.Y + wy : wy;
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if (flags & WOF_INTERPOLATE) pspr->InterpolateTic = true;
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if (flags & (WOF_ADD | WOF_INTERPOLATE)) pspr->InterpolateTic = true;
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return 0;
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}
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@ -830,17 +835,13 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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if (flags & WOF_RELATIVE)
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{
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DAngle rot = psp->rotation;
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double c = rot.Cos(), s = rot.Sin();
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double nx = wx * c + wy * s;
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double ny = wx * s - wy * c;
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wx = nx; wy = ny;
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HandleOverlayRelative(psp, &wx, &wy);
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}
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if (!(flags & WOF_KEEPX)) psp->x = (flags & WOF_ADD) ? psp->x + wx : wx;
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if (!(flags & WOF_KEEPY)) psp->y = (flags & WOF_ADD) ? psp->y + wy : wy;
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if (flags & WOF_INTERPOLATE) psp->InterpolateTic = true;
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if (flags & (WOF_ADD | WOF_INTERPOLATE)) psp->InterpolateTic = true;
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/*
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if (!(flags & (WOF_INTERPOLATE|WOF_ADD)))
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{
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@ -1251,10 +1252,8 @@ void DPSprite::Serialize(FSerializer &arc)
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("oldx", oldx)
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("oldy", oldy)
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("alpha", alpha)
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("px", px)
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("py", py)
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("scalex", scalex)
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("scaley", scaley)
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("pivot", pivot)
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("scale", scale)
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("rotation", rotation)
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("halign", HAlign)
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("valign", VAlign)
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@ -114,12 +114,12 @@ public:
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float GetYAdjust(bool fullscreen);
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int HAlign, VAlign; // Horizontal and vertical alignment
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double px, py; // pivot points
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double rotation; // How much rotation to apply.
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double scalex, scaley; // Scale
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DAngle rotation; // How much rotation to apply.
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DVector2 pivot; // pivot points
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DVector2 scale; // Scale
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double x, y, alpha;
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double oldx, oldy;
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bool InterpolateTic;
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bool InterpolateTic; // One tic interpolation (WOF_INTERPOLATE)
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DVector2 Coord[4]; // Offsets
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WeaponInterp Prev; // Interpolation
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WeaponInterp Vert; // Current Position
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@ -481,7 +481,7 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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const float cx = (flip) ? -psp->Coord[i].X : psp->Coord[i].X;
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Vert.v[i] += FVector2(cx * scalex, psp->Coord[i].Y * scale);
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}
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if (psp->rotation != 0.0 || psp->scalex != 1.0 || psp->scaley != 1.0)
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if (psp->rotation != 0.0 || !psp->scale.isZero())
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{
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// [MC] Sets up the alignment for starting the pivot at, in a corner.
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float anchorx, anchory;
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@ -503,16 +503,15 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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// Handle PSPF_FLIP.
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if (flip) anchorx = 1.0 - anchorx;
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FAngle rot = float((flip) ? -psp->rotation : psp->rotation);
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rot.Normalized360();
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FAngle rot = float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees);
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const float cosang = rot.Cos();
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const float sinang = rot.Sin();
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float xcenter, ycenter;
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const float width = x2 - x1;
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const float height = y2 - y1;
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const float px = float((flip) ? -psp->px : psp->px);
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const float py = float(psp->py);
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const float px = float((flip) ? -psp->pivot.X : psp->pivot.X);
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const float py = float(psp->pivot.Y);
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// Set up the center and offset accordingly. PivotPercent changes it to be a range [0.0, 1.0]
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// instead of pixels and is enabled by default.
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@ -531,14 +530,14 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
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for (int i = 0; i < 4; i++)
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{
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Vert.v[i] -= {xcenter, ycenter};
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const float xx = xcenter + psp->scalex * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
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const float yy = ycenter - psp->scaley * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
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const float xx = xcenter + psp->scale.X * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
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const float yy = ycenter - psp->scale.Y * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
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Vert.v[i] = {xx, yy};
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}
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}
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psp->Vert = Vert;
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if (psp->scalex == 0.0 || psp->scaley == 0.0)
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if (psp->scale.X == 0.0 || psp->scale.Y == 0.0)
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return false;
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bool vertsOnScreen = false;
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@ -217,8 +217,10 @@ class Weapon : StateProvider
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{
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if (!psp) return;
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psp.rotation = 0;
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psp.scalex = 1.0;
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psp.scaley = 1.0;
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psp.scale.x = 1;
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psp.scale.y = 1;
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psp.pivot.x = 0;
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psp.pivot.y = 0;
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psp.valign = 0;
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psp.halign = 0;
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psp.Coord0 = (0,0);
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@ -2561,10 +2561,8 @@ class PSprite : Object native play
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native double y;
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native double oldx;
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native double oldy;
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native double px;
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native double py;
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native double scalex;
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native double scaley;
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native Vector2 pivot;
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native Vector2 scale;
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native double rotation;
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native int HAlign, VAlign;
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native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset.
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