Rotation axis (will rename internally later)

This commit is contained in:
Jaime Passos 2019-11-13 12:36:44 -03:00
parent 245881ec55
commit b54f6181c3
8 changed files with 81 additions and 24 deletions

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@ -9364,6 +9364,13 @@ struct {
{"DI_SOUTHEAST",DI_SOUTHEAST},
{"NUMDIRS",NUMDIRS},
#ifdef ROTSPRITE
// Sprite roll axis (rollaxis_t)
{"ROLLAXIS_X",ROLLAXIS_X},
{"ROLLAXIS_Y",ROLLAXIS_Y},
{"ROLLAXIS_Z",ROLLAXIS_Z},
#endif
// Buttons (ticcmd_t)
{"BT_WEAPONMASK",BT_WEAPONMASK}, //our first four bits.
{"BT_WEAPONNEXT",BT_WEAPONNEXT},

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@ -117,7 +117,8 @@ typedef struct
boolean flip; // screenflip
#ifdef ROTSPRITE
boolean roll;
SINT8 nightsroll;
UINT8 rollaxis;
SINT8 rollflip;
FLOAT rollangle; // done to not override USE_FTRANSFORM_ANGLEZ
FLOAT centerx, centery;
#endif

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@ -961,6 +961,10 @@ void HWR_DrawModel(gr_vissprite_t *spr)
const UINT8 flip = (UINT8)(!(spr->mobj->eflags & MFE_VERTICALFLIP) != !(spr->mobj->frame & FF_VERTICALFLIP));
spritedef_t *sprdef;
spriteframe_t *sprframe;
#ifdef ROTSPRITE
spriteinfo_t *sprinfo;
angle_t ang;
#endif
INT32 mod;
float finalscale;
@ -984,9 +988,17 @@ void HWR_DrawModel(gr_vissprite_t *spr)
{
md2 = &md2_playermodels[(skin_t*)spr->mobj->skin-skins];
md2->skin = (skin_t*)spr->mobj->skin-skins;
#ifdef ROTSPRITE
sprinfo = &((skin_t *)spr->mobj->skin)->sprinfo[spr->mobj->sprite2];
#endif
}
else
{
md2 = &md2_models[spr->mobj->sprite];
#ifdef ROTSPRITE
sprinfo = &spriteinfo[spr->mobj->sprite];
#endif
}
if (md2->error)
return; // we already failed loading this before :(
@ -1175,29 +1187,28 @@ void HWR_DrawModel(gr_vissprite_t *spr)
#ifdef ROTSPRITE
p.rollangle = 0.0f;
p.nightsroll = 0;
p.rollaxis = 0;
p.rollflip = 0;
if (spr->mobj->rollangle)
{
// do i have to support ROTANGLES here??????
fixed_t anglef = AngleFixed(spr->mobj->rollangle);
p.rollangle = FIXED_TO_FLOAT(anglef);
// pivot
p.roll = true;
// rotation pivot
p.centerx = FIXED_TO_FLOAT(spr->mobj->radius/2);
p.centery = FIXED_TO_FLOAT(spr->mobj->height/2);
p.roll = true;
// NiGHTS-specific conditional
//if (spr->mobj->player)
{
statenum_t state = spr->mobj->state-states;
if ((state == S_PLAY_NIGHTS_FLY0) || (state == S_PLAY_NIGHTS_DRILL0))
{
angle_t ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle);
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
p.nightsroll = 1;
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
p.nightsroll = -1;
}
}
// roll axis
if (sprinfo->available)
p.rollaxis = (UINT8)(sprinfo->pivot[(spr->mobj->frame & FF_FRAMEMASK)].rollaxis);
// for NiGHTS specifically but should work everywhere else
ang = R_PointToAngle (spr->mobj->x, spr->mobj->y) - (spr->mobj->player ? spr->mobj->player->drawangle : spr->mobj->angle);
if ((sprframe->rotate & SRF_RIGHT) && (ang < ANGLE_180)) // See from right
p.rollflip = 1;
else if ((sprframe->rotate & SRF_LEFT) && (ang >= ANGLE_180)) // See from left
p.rollflip = -1;
}
#endif

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@ -2069,11 +2069,14 @@ static void DrawModelEx(model_t *model, INT32 frameIndex, INT32 duration, INT32
#ifdef ROTSPRITE
if (pos->roll)
{
float roll = (1.0f * pos->rollflip);
pglTranslatef(pos->centerx, pos->centery, 0);
if (pos->nightsroll != 0)
pglRotatef(pos->rollangle, 0.0f, 0.0f, (1.0f * pos->nightsroll));
else
pglRotatef(pos->rollangle, 1.0f, 0.0f, 0.0f);
if (pos->rollaxis == 2) // Z
pglRotatef(pos->rollangle, 0.0f, 0.0f, roll);
else if (pos->rollaxis == 1) // Y
pglRotatef(pos->rollangle, 0.0f, roll, 0.0f);
else // X
pglRotatef(pos->rollangle, roll, 0.0f, 0.0f);
pglTranslatef(-pos->centerx, -pos->centery, 0);
}
#endif

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@ -305,8 +305,10 @@ static int PopPivotSubTable(spriteframepivot_t *pivot, lua_State *L, int stk, in
pivot[idx].x = (INT32)value;
else if (ikey == 2 || (key && fastcmp(key, "y")))
pivot[idx].y = (INT32)value;
else if (ikey == 3 || (key && fastcmp(key, "rollaxis")))
pivot[idx].rollaxis = (UINT8)value;
else if (ikey == -1 && (key != NULL))
FIELDERROR("pivot key", va("x or y expected, got %s", key));
FIELDERROR("pivot key", va("x, y or roll axis expected, got %s", key));
ok = 1;
//info->available = true; // the pivot for this frame is available
lua_pop(L, 1);
@ -328,7 +330,7 @@ static int PopPivotTable(spriteinfo_t *info, lua_State *L, int stk)
// stk = 0 has the pivot table
// stk = 1 has the frame key
// stk = 2 has the frame table
// stk = 3 has either "x" or "y" or a number as key
// stk = 3 has either "x" or "y" or "rollaxis" or a number as key
// stk = 4 has the value for the key mentioned above
while (lua_next(L, stk))
{
@ -568,6 +570,8 @@ static int framepivot_get(lua_State *L)
lua_pushinteger(L, framepivot->x);
else if (fastcmp("y", field))
lua_pushinteger(L, framepivot->y);
else if (fastcmp("rollaxis", field))
lua_pushinteger(L, (UINT8)framepivot->rollaxis);
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));
@ -590,6 +594,8 @@ static int framepivot_set(lua_State *L)
framepivot->x = luaL_checkinteger(L, 3);
else if (fastcmp("y", field))
framepivot->y = luaL_checkinteger(L, 3);
else if (fastcmp("rollaxis", field))
framepivot->rollaxis = (UINT8)luaL_checkinteger(L, 3);
else
return luaL_error(L, va("Field %s does not exist in spriteframepivot_t", field));

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@ -791,6 +791,7 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
#ifdef ROTSPRITE
INT16 frameXPivot = 0;
INT16 frameYPivot = 0;
rollaxis_t frameRollAxis = 0;
#endif
// Sprite identifier
@ -839,6 +840,17 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
sprinfoToken = M_GetToken(NULL);
frameYPivot = atoi(sprinfoToken);
}
else if (stricmp(sprinfoToken, "ROLLAXIS")==0)
{
Z_Free(sprinfoToken);
sprinfoToken = M_GetToken(NULL);
if ((stricmp(sprinfoToken, "X")==0) || (stricmp(sprinfoToken, "XAXIS")==0))
frameRollAxis = ROLLAXIS_X;
else if ((stricmp(sprinfoToken, "Y")==0) || (stricmp(sprinfoToken, "YAXIS")==0))
frameRollAxis = ROLLAXIS_Y;
else if ((stricmp(sprinfoToken, "Z")==0) || (stricmp(sprinfoToken, "ZAXIS")==0))
frameRollAxis = ROLLAXIS_Z;
}
#endif
Z_Free(sprinfoToken);
@ -856,6 +868,7 @@ static void R_ParseSpriteInfoFrame(spriteinfo_t *info)
#ifdef ROTSPRITE
info->pivot[frameFrame].x = frameXPivot;
info->pivot[frameFrame].y = frameYPivot;
info->pivot[frameFrame].rollaxis = frameRollAxis;
#endif
}

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@ -19,9 +19,17 @@
// structs
#ifdef ROTSPRITE
typedef enum
{
ROLLAXIS_X, // the default
ROLLAXIS_Y,
ROLLAXIS_Z
} rollaxis_t;
typedef struct
{
INT32 x, y;
rollaxis_t rollaxis;
} spriteframepivot_t;
#endif

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@ -1148,7 +1148,9 @@ static void R_ProjectSprite(mobj_t *thing)
spritedef_t *sprdef;
spriteframe_t *sprframe;
#ifdef ROTSPRITE
spriteinfo_t *sprinfo;
#endif
size_t lump;
size_t rot;
@ -1223,20 +1225,26 @@ static void R_ProjectSprite(mobj_t *thing)
if (thing->skin && thing->sprite == SPR_PLAY)
{
sprdef = &((skin_t *)thing->skin)->sprites[thing->sprite2];
#ifdef ROTSPRITE
sprinfo = &((skin_t *)thing->skin)->sprinfo[thing->sprite2];
#endif
if (rot >= sprdef->numframes) {
CONS_Alert(CONS_ERROR, M_GetText("R_ProjectSprite: invalid skins[\"%s\"].sprites[%sSPR2_%s] frame %s\n"), ((skin_t *)thing->skin)->name, ((thing->sprite2 & FF_SPR2SUPER) ? "FF_SPR2SUPER|": ""), spr2names[(thing->sprite2 & ~FF_SPR2SUPER)], sizeu5(rot));
thing->sprite = states[S_UNKNOWN].sprite;
thing->frame = states[S_UNKNOWN].frame;
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = NULL;
#endif
rot = thing->frame&FF_FRAMEMASK;
}
}
else
{
sprdef = &sprites[thing->sprite];
#ifdef ROTSPRITE
sprinfo = NULL;
#endif
}
if (rot >= sprdef->numframes)