fix (?) rotation

set the behaviour back to prior calcs, plus allow the desired scroll combo to work
This commit is contained in:
AzaezelX 2025-04-02 23:07:09 -05:00
parent f41cdaaa7e
commit 0e78312e95

View file

@ -942,20 +942,18 @@ void ProcessedShaderMaterial::_setTextureTransforms(const U32 pass)
? waveOffset * M_2PI
: mMaterial->mRotPos[pass];
MatrixF rotationMat(EulerF(0.0f, 0.0f, rotationAngle));
Point3F pivotPoint(
mMaterial->mRotPivotOffset[pass].x,
mMaterial->mRotPivotOffset[pass].y,
0.0f);
MatrixF finalRotationMat(true);
finalRotationMat.setColumn(3, pivotPoint);
finalRotationMat.mul(rotationMat);
finalRotationMat.setColumn(3, -pivotPoint);
MatrixF rotationMat = MatrixF(EulerF(0.0, 0.0, rotationAngle), Point3F(0.5, 0.5, 0.0));
MatrixF test(true);
test.setColumn(3, pivotPoint);
rotationMat.mul(test);
rotationMat.displace(texMat.getPosition());
// Apply final rotation matrix
texMat.mul(finalRotationMat);
texMat = rotationMat;
}
// --- Scale Animation ---