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Add inverse order rotation support to SetAngle (feature #5579)
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2 changed files with 12 additions and 3 deletions
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@ -58,6 +58,7 @@
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Feature #5524: Resume failed script execution after reload
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Feature #5525: Search fields tweaks (utf-8)
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Feature #5545: Option to allow stealing from an unconscious NPC during combat
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Feature #5579: MCP SetAngle enhancement
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Task #5480: Drop Qt4 support
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Task #5520: Improve cell name autocompleter implementation
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@ -159,12 +159,20 @@ namespace MWScript
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float ay = ptr.getRefData().getPosition().rot[1];
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float az = ptr.getRefData().getPosition().rot[2];
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// XYZ axis use the inverse (XYZ) rotation order like vanilla SetAngle.
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// UWV axis use the standard (ZYX) rotation order like TESCS/OpenMW-CS and the rest of the game.
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if (axis == "x")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az);
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MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az,MWBase::RotationFlag_inverseOrder);
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else if (axis == "y")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az);
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az,MWBase::RotationFlag_inverseOrder);
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else if (axis == "z")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle);
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle,MWBase::RotationFlag_inverseOrder);
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else if (axis == "u")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,angle,ay,az,MWBase::RotationFlag_none);
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else if (axis == "w")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,angle,az,MWBase::RotationFlag_none);
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else if (axis == "v")
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MWBase::Environment::get().getWorld()->rotateObject(ptr,ax,ay,angle,MWBase::RotationFlag_none);
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}
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};
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