mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
fix (?) rotation
set the behaviour back to prior calcs, plus allow the desired scroll combo to work
This commit is contained in:
parent
f41cdaaa7e
commit
0e78312e95
|
|
@ -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 ---
|
||||
|
|
|
|||
Loading…
Reference in a new issue