This commit is contained in:
aozhiwei 2023-10-27 14:59:59 +08:00
parent 0551bf8e75
commit 873a9b830a

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@ -494,13 +494,22 @@ void InternalShot(Creature* c,
bullet_born_angle = -bullet_born_angle; bullet_born_angle = -bullet_born_angle;
} }
float old_bullet_born_angle = bullet_born_angle; float old_bullet_born_angle = bullet_born_angle;
GlmHelper::RotateY(bullet_born_offset, bullet_born_angle); //GlmHelper::RotateY(bullet_born_offset, bullet_born_angle);
auto transform = glm::rotate(hero_transform, auto transform = glm::rotate(hero_transform,
bullet_born_angle * A8_PI, bullet_born_angle * A8_PI,
glm::vec3(0.0, 1.0, 0.0)); glm::vec3(0.0, 1.0, 0.0));
glm::vec4 gun_muzzle_position(0.0, 0.0, 0.0, 0.0); glm::vec4 gun_muzzle_position(0.0, 0.0, 0.0, 0.0);
CalcGunMuzzlePosition(c, weapon_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum); CalcGunMuzzlePosition(c, weapon_lv, weapon_meta, shot_animi, gun_muzzle_position, bulletIdx, bulletNum);
#ifdef DEBUG
gun_muzzle_position +=
glm::vec4(
bullet_born_offset.z / 10.0f,
0,
bullet_born_offset.x / 10.0f,
0
);
#endif
glm::vec4 v = transform * gun_muzzle_position; glm::vec4 v = transform * gun_muzzle_position;
bullet_born_offset = glm::vec3(v.z *10*1, v.y, v.x*10*-1); bullet_born_offset = glm::vec3(v.z *10*1, v.y, v.x*10*-1);
bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset; bullet_born_pos = c->GetPos().ToGlmVec3() + bullet_born_offset;