Extract voxel transform matrix into a function.
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@@ -99,6 +99,23 @@ namespace OpenRA.Graphics
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groundNormal[i], groundZ[i], shadowPalette);
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}
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float[] TransformationMatrix(uint limb, uint frame)
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{
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var l = limbs[limb];
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var t = hva.TransformationMatrix(limb, frame);
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// Fix limb position
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t[12] *= l.Scale*(l.Bounds[3] - l.Bounds[0]) / l.Size[0];
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t[13] *= l.Scale*(l.Bounds[4] - l.Bounds[1]) / l.Size[1];
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t[14] *= l.Scale*(l.Bounds[5] - l.Bounds[2]) / l.Size[2];
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// Center, flip and scale
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t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
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t = Util.MatrixMultiply(Util.ScaleMatrix(l.Scale, -l.Scale, l.Scale), t);
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return t;
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}
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static readonly WVec forward = new WVec(1024,0,0);
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static readonly WVec up = new WVec(0,0,1024);
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public void PrepareForDraw(WorldRenderer wr, WPos pos, IEnumerable<WRot> rotations,
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@@ -106,28 +123,18 @@ namespace OpenRA.Graphics
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{
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// Calculate the shared view matrix components
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var pxPos = wr.ScreenPosition(pos);
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// Rotations
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var rot = rotations.Reverse().Aggregate(MakeFloatMatrix(camera.AsMatrix()),
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var posMtx = Util.TranslationMatrix(pxPos.X, pxPos.Y, pxPos.Y);
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var scaleMtx = Util.ScaleMatrix(scale, scale, scale);
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var rotMtx = rotations.Reverse().Aggregate(MakeFloatMatrix(camera.AsMatrix()),
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(a,b) => Util.MatrixMultiply(a, MakeFloatMatrix(b.AsMatrix())));
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// Each limb has its own transformation matrix
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for (uint i = 0; i < limbs.Length; i++)
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{
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Limb l = limbs[i];
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var t = Util.MatrixMultiply(Util.ScaleMatrix(1,-1,1),
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hva.TransformationMatrix(i, frame));
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// Fix limb position
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t[12] *= l.Scale*(l.Bounds[3] - l.Bounds[0]) / l.Size[0];
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t[13] *= l.Scale*(l.Bounds[4] - l.Bounds[1]) / l.Size[1];
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t[14] *= l.Scale*(l.Bounds[5] - l.Bounds[2]) / l.Size[2];
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t = Util.MatrixMultiply(t, Util.TranslationMatrix(l.Bounds[0], l.Bounds[1], l.Bounds[2]));
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// Apply view matrix
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transform[i] = Util.MatrixMultiply(Util.TranslationMatrix(pxPos.X, pxPos.Y, pxPos.Y),
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Util.ScaleMatrix(scale*l.Scale, scale*l.Scale, scale*l.Scale));
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transform[i] = Util.MatrixMultiply(transform[i], rot);
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transform[i] = Util.MatrixMultiply(transform[i], t);
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var t = TransformationMatrix(i, frame);
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transform[i] = Util.MatrixMultiply(rotMtx, t);
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transform[i] = Util.MatrixMultiply(scaleMtx, transform[i]);
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transform[i] = Util.MatrixMultiply(posMtx, transform[i]);
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// Transform light direction into limb-space
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var undoPitch = MakeFloatMatrix(new WRot(camera.Pitch, WAngle.Zero, WAngle.Zero).AsMatrix());
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