Tweak sun shadow rotations (#35758)

Won't use the entity's rotation for the matrix, I just forgot to do this. Means shadows will always point in the same direction and the points will correctly adjust as the entity rotates.
This commit is contained in:
metalgearsloth
2025-03-10 15:38:33 +11:00
committed by GitHub
parent 71ac80eb6c
commit 70fca49063

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@@ -114,7 +114,9 @@ public sealed class SunShadowOverlay : Overlay
foreach (var ent in _shadows)
{
var xform = _entManager.GetComponent<TransformComponent>(ent.Owner);
var worldMatrix = _xformSys.GetWorldMatrix(xform);
var (worldPos, worldRot) = _xformSys.GetWorldPositionRotation(xform);
// Need no rotation on matrix as sun shadow direction doesn't care.
var worldMatrix = Matrix3x2.CreateTranslation(worldPos);
var renderMatrix = Matrix3x2.Multiply(worldMatrix, invMatrix);
var pointCount = ent.Comp.Points.Length;
@@ -122,6 +124,10 @@ public sealed class SunShadowOverlay : Overlay
for (var i = 0; i < pointCount; i++)
{
// Update point based on entity rotation.
indices[i] = worldRot.RotateVec(indices[i]);
// Add the offset point by the sun shadow direction.
indices[pointCount + i] = indices[i] + direction;
}