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#include "RotationKey.h"
#include "gamelib.h"
#include "math/Matrix4.h"
namespace entity
{
namespace
{
const char* GKEY_ROTATIONKEY = "/mapFormat/entityRotationKey";
const char* ANGLES_KEY = "angles";
const char* ROTATION_KEY = "rotation";
}
void RotationKey::write(Entity* entity, bool isModel) const
{
Vector3 euler = m_rotation.getMatrix4().getEulerAnglesXYZDegrees();
// greebo: Prevent the "angle" key from being used for models, they should
// always have a rotation matrix written to their spawnargs. This should
// fix the models hopping around after transforms
if (!isModel)
{
if (euler[0] == 0 && euler[1] == 0)
{
entity->setKeyValue(ROTATION_KEY, "");
AngleKey::writeToEntity(euler[2], entity);
return;
}
// Non-z-rotations will fall through here
}
// The below call to reset the "angle" keyvalue will
// trigger callbacks and reset this matrix.
std::string keyVal = m_rotation.getRotationKeyValue();
entity->setKeyValue("angle", "");
// Set an angles key if the game calls for it
if (game::current::getValue<std::string>(GKEY_ROTATIONKEY) == ANGLES_KEY)
{
std::string anglesVal = std::to_string(euler[1]) + ' '
+ std::to_string(euler[2]) + ' '
+ std::to_string(euler[0]);
entity->setKeyValue(ANGLES_KEY, anglesVal);
}
// This call will usually update the m_rotation member again
entity->setKeyValue(ROTATION_KEY, keyVal);
}
} // namespace
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