Pass pre-combined rotations into the rendering code.

This commit is contained in:
Paul Chote
2020-07-12 13:59:09 +01:00
committed by tovl
parent 3c9db4c2ac
commit aae497eff1
9 changed files with 28 additions and 32 deletions

View File

@@ -19,12 +19,12 @@ namespace OpenRA.Graphics
{
public readonly IModel Model;
public readonly Func<WVec> OffsetFunc;
public readonly Func<IEnumerable<WRot>> RotationFunc;
public readonly Func<WRot> RotationFunc;
public readonly Func<bool> DisableFunc;
public readonly Func<uint> FrameFunc;
public readonly bool ShowShadow;
public ModelAnimation(IModel model, Func<WVec> offset, Func<IEnumerable<WRot>> rotation, Func<bool> disable, Func<uint> frame, bool showshadow)
public ModelAnimation(IModel model, Func<WVec> offset, Func<WRot> rotation, Func<bool> disable, Func<uint> frame, bool showshadow)
{
Model = model;
OffsetFunc = offset;

View File

@@ -114,8 +114,7 @@ namespace OpenRA.Graphics
var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var worldTransform = m.RotationFunc().Aggregate(Util.IdentityMatrix(),
(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
var worldTransform = Util.MakeFloatMatrix(m.RotationFunc().AsMatrix());
worldTransform = Util.MatrixMultiply(scaleTransform, worldTransform);
worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);
@@ -189,8 +188,7 @@ namespace OpenRA.Graphics
var offsetVec = Util.MatrixVectorMultiply(invCameraTransform, wr.ScreenVector(m.OffsetFunc()));
var offsetTransform = Util.TranslationMatrix(offsetVec[0], offsetVec[1], offsetVec[2]);
var rotations = m.RotationFunc().Aggregate(Util.IdentityMatrix(),
(x, y) => Util.MatrixMultiply(Util.MakeFloatMatrix(y.AsMatrix()), x));
var rotations = Util.MakeFloatMatrix(m.RotationFunc().AsMatrix());
var worldTransform = Util.MatrixMultiply(scaleTransform, rotations);
worldTransform = Util.MatrixMultiply(offsetTransform, worldTransform);