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@ -204,11 +204,11 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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if (rel) transformation.ApplyTranslation(-GetPOV());
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if (!rot) {
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transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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}
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}
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void Player::GetBooster(Booster boosttype)
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@ -10,13 +10,13 @@
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
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LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
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}
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
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LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
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}
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@ -92,20 +92,21 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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Matrix4 mat4 = tran.GetMatrix();
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Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
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Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Vector3f DiffCam = GetPosition() - camera.GetPosition();
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Vector3f UpCam = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
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Vector3f CrossA = DiffCam.Cross(UpCam);
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Vector3f CrossB = DiffCam.Cross(CrossA);
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CrossA.Normalize();
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CrossB.Normalize();
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, 0.f, 0.f);
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//Vector3f postionCamera = camera.GetPosition();
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Vector3f v3 = (playerPosition + CameraRight * -0.5 * width + CameraUp * -0.5 * height);
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Vector3f v1 = (playerPosition + CameraRight * 0.5 * width + CameraUp * -0.5 * height);
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Vector3f v2 = (playerPosition + CameraRight * 0.5 * width + CameraUp * 0.5 * height);
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Vector3f v4 = (playerPosition + CameraRight * -0.5 * width + CameraUp * 0.5 * height);
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Vector3f v1 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v2 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
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Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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float u, v, w, h;
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