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Converted scale and pivot to vectors, and rotation to an angle.
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MajorCooke authored and coelckers committed Oct 25, 2020
1 parent a6bbddf commit 7477dfa
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Showing 5 changed files with 50 additions and 52 deletions.
61 changes: 30 additions & 31 deletions src/playsim/p_pspr.cpp
Expand Up @@ -132,10 +132,8 @@ DEFINE_FIELD(DPSprite, x)
DEFINE_FIELD(DPSprite, y)
DEFINE_FIELD(DPSprite, oldx)
DEFINE_FIELD(DPSprite, oldy)
DEFINE_FIELD(DPSprite, px)
DEFINE_FIELD(DPSprite, py)
DEFINE_FIELD(DPSprite, scalex)
DEFINE_FIELD(DPSprite, scaley)
DEFINE_FIELD(DPSprite, pivot)
DEFINE_FIELD(DPSprite, scale)
DEFINE_FIELD(DPSprite, rotation)
DEFINE_FIELD_NAMED(DPSprite, Coord[0], Coord0)
DEFINE_FIELD_NAMED(DPSprite, Coord[1], Coord1)
Expand Down Expand Up @@ -178,13 +176,13 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
Frame(0),
ID(id),
processPending(true),
scalex(1.0), scaley(1.0),
px(.0), py(.0),
rotation(.0),
HAlign(0),
VAlign(0),
InterpolateTic(false)
{
rotation = 0.;
scale = {1.0, 1.0};
pivot = {0.0, 0.0};
for (int i = 0; i < 4; i++)
{
Coord[i] = DVector2(0, 0);
Expand Down Expand Up @@ -675,6 +673,17 @@ enum WOFFlags
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
Expand All @@ -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_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;
}
Expand Down Expand Up @@ -731,10 +740,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayScale)
if (!(flags & WOF_ZEROY) && wy == 0.0)
wy = wx;

if (!(flags & WOF_KEEPX)) pspr->scalex = (flags & WOF_ADD) ? pspr->scalex + wx : wx;
if (!(flags & WOF_KEEPY)) pspr->scaley = (flags & WOF_ADD) ? pspr->scaley + wy : wy;
if (!(flags & WOF_KEEPX)) pspr->scale.X = (flags & WOF_ADD) ? pspr->scale.X + wx : wx;
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;
}
Expand All @@ -749,7 +758,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer)
PARAM_FLOAT(degrees)
PARAM_ANGLE(degrees)
PARAM_INT(flags)

if (!ACTION_CALL_FROM_PSPRITE())
Expand All @@ -760,7 +769,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayRotate)
if (pspr != nullptr)
{
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;
Expand Down Expand Up @@ -790,17 +799,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayPivot)

if (flags & WOF_RELATIVE)
{
DAngle rot = pspr->rotation;
double c = rot.Cos(), s = rot.Sin();
double nx = wx * c + wy * s;
double ny = wx * s - wy * c;
wx = nx; wy = ny;
HandleOverlayRelative(pspr, &wx, &wy);
}

if (!(flags & WOF_KEEPX)) pspr->px = (flags & WOF_ADD) ? pspr->px + wx : wx;
if (!(flags & WOF_KEEPY)) pspr->py = (flags & WOF_ADD) ? pspr->py + wy : wy;
if (!(flags & WOF_KEEPX)) pspr->pivot.X = (flags & WOF_ADD) ? pspr->pivot.X + wx : wx;
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;
}
Expand Down Expand Up @@ -830,17 +835,13 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)

if (flags & WOF_RELATIVE)
{
DAngle rot = psp->rotation;
double c = rot.Cos(), s = rot.Sin();
double nx = wx * c + wy * s;
double ny = wx * s - wy * c;
wx = nx; wy = ny;
HandleOverlayRelative(psp, &wx, &wy);
}

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_INTERPOLATE) psp->InterpolateTic = true;
if (flags & (WOF_ADD | WOF_INTERPOLATE)) psp->InterpolateTic = true;
/*
if (!(flags & (WOF_INTERPOLATE|WOF_ADD)))
{
Expand Down Expand Up @@ -1251,10 +1252,8 @@ void DPSprite::Serialize(FSerializer &arc)
("oldx", oldx)
("oldy", oldy)
("alpha", alpha)
("px", px)
("py", py)
("scalex", scalex)
("scaley", scaley)
("pivot", pivot)
("scale", scale)
("rotation", rotation)
("halign", HAlign)
("valign", VAlign)
Expand Down
14 changes: 7 additions & 7 deletions src/playsim/p_pspr.h
Expand Up @@ -114,15 +114,15 @@ class DPSprite : public DObject
float GetYAdjust(bool fullscreen);

int HAlign, VAlign; // Horizontal and vertical alignment
double px, py; // pivot points
double rotation; // How much rotation to apply.
double scalex, scaley; // Scale
DAngle rotation; // How much rotation to apply.
DVector2 pivot; // pivot points
DVector2 scale; // Scale
double x, y, alpha;
double oldx, oldy;
bool InterpolateTic;
DVector2 Coord[4]; // Offsets
WeaponInterp Prev; // Interpolation
WeaponInterp Vert; // Current Position
bool InterpolateTic; // One tic interpolation (WOF_INTERPOLATE)
DVector2 Coord[4]; // Offsets
WeaponInterp Prev; // Interpolation
WeaponInterp Vert; // Current Position
bool firstTic;
int Tics;
uint32_t Translation;
Expand Down
15 changes: 7 additions & 8 deletions src/rendering/hwrenderer/scene/hw_weapon.cpp
Expand Up @@ -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;
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.
float anchorx, anchory;
Expand All @@ -503,16 +503,15 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
// Handle PSPF_FLIP.
if (flip) anchorx = 1.0 - anchorx;

FAngle rot = float((flip) ? -psp->rotation : psp->rotation);
rot.Normalized360();
FAngle rot = float((flip) ? -psp->rotation.Degrees : psp->rotation.Degrees);
const float cosang = rot.Cos();
const float sinang = rot.Sin();

float xcenter, ycenter;
const float width = x2 - x1;
const float height = y2 - y1;
const float px = float((flip) ? -psp->px : psp->px);
const float py = float(psp->py);
const float px = float((flip) ? -psp->pivot.X : psp->pivot.X);
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]
// instead of pixels and is enabled by default.
Expand All @@ -531,14 +530,14 @@ bool HUDSprite::GetWeaponRect(HWDrawInfo *di, DPSprite *psp, float sx, float sy,
for (int i = 0; i < 4; i++)
{
Vert.v[i] -= {xcenter, ycenter};
const float xx = xcenter + psp->scalex * (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 xx = xcenter + psp->scale.X * (Vert.v[i].X * cosang + Vert.v[i].Y * sinang);
const float yy = ycenter - psp->scale.Y * (Vert.v[i].X * sinang - Vert.v[i].Y * cosang);
Vert.v[i] = {xx, yy};
}
}
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;

bool vertsOnScreen = false;
Expand Down
6 changes: 4 additions & 2 deletions wadsrc/static/zscript/actors/inventory/weapons.zs
Expand Up @@ -217,8 +217,10 @@ class Weapon : StateProvider
{
if (!psp) return;
psp.rotation = 0;
psp.scalex = 1.0;
psp.scaley = 1.0;
psp.scale.x = 1;
psp.scale.y = 1;
psp.pivot.x = 0;
psp.pivot.y = 0;
psp.valign = 0;
psp.halign = 0;
psp.Coord0 = (0,0);
Expand Down
6 changes: 2 additions & 4 deletions wadsrc/static/zscript/actors/player/player.zs
Expand Up @@ -2561,10 +2561,8 @@ class PSprite : Object native play
native double y;
native double oldx;
native double oldy;
native double px;
native double py;
native double scalex;
native double scaley;
native Vector2 pivot;
native Vector2 scale;
native double rotation;
native int HAlign, VAlign;
native Vector2 Coord0; // [MC] Not the actual coordinates. Just the offsets by A_OverlayVertexOffset.
Expand Down

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