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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
Fix push/pop mismatch bug;add code to properly rotate, translate and render needle.
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@ -19,11 +19,11 @@
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/controls/guiBitmapCtrl.h"
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#include "console/consoleTypes.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/vehicles/vehicle.h"
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#include "T3D/player.h"
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#include "gfx/primBuilder.h"
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//-----------------------------------------------------------------------------
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@ -173,23 +173,31 @@ void GuiSpeedometerHud::onRender(Point2I offset, const RectI &updateRect)
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if (mSpeed > mMaxSpeed)
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mSpeed = mMaxSpeed;
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// Render the needle
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GFX->pushWorldMatrix();
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// Calculate center point if necessary and roll in offsets
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Point2F center = mCenter;
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if (mIsZero(center.x) && mIsZero(center.y))
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{
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center.x = getExtent().x / 2.0f;
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center.y = getExtent().y / 2.0f;
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}
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MatrixF newMat(1);
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F32 fillOffset = GFX->getFillConventionOffset(); // Find the fill offset
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Point2F viewCenter(offset.x + fillOffset + center.x, offset.y + fillOffset + center.y);
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newMat.setPosition(Point3F(getLeft() + center.x, getTop() + center.y, 0.0f));
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F32 rotation = mMinAngle + (mMaxAngle - mMinAngle) * (mSpeed / mMaxSpeed);
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AngAxisF newRot(Point3F(0.0f,0.0f,-1.0f), rotation);
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newRot.setMatrix(&newMat);
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// Handle rotation calculations
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F32 rotation, spinAngle;
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rotation = mMinAngle + (mMaxAngle - mMinAngle) * (mSpeed / mMaxSpeed);
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spinAngle = mDegToRad(rotation);
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MatrixF rotMatrix(EulerF(0.0, 0.0, spinAngle));
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// Set up the needle vertex list
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Point3F vertList[5];
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vertList[0].set(+mNeedleLength,-mNeedleWidth,0);
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vertList[1].set(+mNeedleLength,+mNeedleWidth,0);
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vertList[2].set(-mTailLength ,+mNeedleWidth,0);
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vertList[3].set(-mTailLength ,-mNeedleWidth,0);
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vertList[4].set(+mNeedleLength,-mNeedleWidth,0); //// Get back to the start!
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// Create a GFXStateBlock description if one has not been set.
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if (mBlendSB.isNull())
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{
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GFXStateBlockDesc desc;
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@ -198,22 +206,15 @@ void GuiSpeedometerHud::onRender(Point2I offset, const RectI &updateRect)
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desc.samplers[0].textureColorOp = GFXTOPDisable;
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mBlendSB = GFX->createStateBlock(desc);
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}
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GFX->setStateBlock(mBlendSB);
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GFX->setTexture(0, NULL);
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PrimBuild::begin(GFXLineStrip, 5);
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// Render the needle
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PrimBuild::color4f(mColor.red, mColor.green, mColor.blue, mColor.alpha);
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PrimBuild::vertex2f(+mNeedleLength,-mNeedleWidth);
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PrimBuild::vertex2f(+mNeedleLength,+mNeedleWidth);
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PrimBuild::vertex2f(-mTailLength ,+mNeedleWidth);
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PrimBuild::vertex2f(-mTailLength ,-mNeedleWidth);
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//// Get back to the start!
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PrimBuild::vertex2f(+mNeedleLength,-mNeedleWidth);
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PrimBuild::begin(GFXLineStrip, 5);
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for(int k=0; k<5; k++){
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rotMatrix.mulP(vertList[k]);
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PrimBuild::vertex2f(vertList[k].x + viewCenter.x, vertList[k].y + viewCenter.y);
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}
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PrimBuild::end();
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}
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