@@ -683,56 +683,52 @@ void RenderedTarget::calculatePos()
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if (!m_skin || !m_costume || !m_engine)
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return ;
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- if (isVisible () || m_stageModel) {
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- double stageWidth = m_engine->stageWidth ();
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- double stageHeight = m_engine->stageHeight ();
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- setX (m_stageScale * (stageWidth / 2 + m_x - m_costume->rotationCenterX () * m_size / scale () / m_costume->bitmapResolution () * (m_mirrorHorizontally ? -1 : 1 )));
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- setY (m_stageScale * (stageHeight / 2 - m_y - m_costume->rotationCenterY () * m_size / scale () / m_costume->bitmapResolution ()));
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- qreal originX = m_costume->rotationCenterX () * m_stageScale * m_size / scale () / m_costume->bitmapResolution ();
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- qreal originY = m_costume->rotationCenterY () * m_stageScale * m_size / scale () / m_costume->bitmapResolution ();
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- setTransformOriginPoint (QPointF (originX, originY));
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-
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- // Qt ignores the transform origin point if it's (0, 0),
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- // so set the transform origin to top left in this case.
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- if (originX == 0 && originY == 0 )
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- setTransformOrigin (QQuickItem::TopLeft);
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- else
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- setTransformOrigin (QQuickItem::Center);
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- }
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+ double stageWidth = m_engine->stageWidth ();
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+ double stageHeight = m_engine->stageHeight ();
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+ setX (m_stageScale * (stageWidth / 2 + m_x - m_costume->rotationCenterX () * m_size / scale () / m_costume->bitmapResolution () * (m_mirrorHorizontally ? -1 : 1 )));
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+ setY (m_stageScale * (stageHeight / 2 - m_y - m_costume->rotationCenterY () * m_size / scale () / m_costume->bitmapResolution ()));
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+ qreal originX = m_costume->rotationCenterX () * m_stageScale * m_size / scale () / m_costume->bitmapResolution ();
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+ qreal originY = m_costume->rotationCenterY () * m_stageScale * m_size / scale () / m_costume->bitmapResolution ();
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+ setTransformOriginPoint (QPointF (originX, originY));
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+
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+ // Qt ignores the transform origin point if it's (0, 0),
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+ // so set the transform origin to top left in this case.
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+ if (originX == 0 && originY == 0 )
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+ setTransformOrigin (QQuickItem::TopLeft);
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+ else
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+ setTransformOrigin (QQuickItem::Center);
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m_transformedHullDirty = true ;
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}
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void RenderedTarget::calculateRotation ()
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{
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- if (isVisible ()) {
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- // Direction
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- bool oldMirrorHorizontally = m_mirrorHorizontally;
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+ // Direction
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+ bool oldMirrorHorizontally = m_mirrorHorizontally;
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- switch (m_rotationStyle) {
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- case Sprite::RotationStyle::AllAround:
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- setRotation (m_direction - 90 );
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- m_mirrorHorizontally = (false );
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+ switch (m_rotationStyle) {
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+ case Sprite::RotationStyle::AllAround:
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+ setRotation (m_direction - 90 );
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+ m_mirrorHorizontally = (false );
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- break ;
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+ break ;
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- case Sprite::RotationStyle::LeftRight: {
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- setRotation (0 );
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- m_mirrorHorizontally = (m_direction < 0 );
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+ case Sprite::RotationStyle::LeftRight: {
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+ setRotation (0 );
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+ m_mirrorHorizontally = (m_direction < 0 );
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- break ;
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- }
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-
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- case Sprite::RotationStyle::DoNotRotate:
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- setRotation (0 );
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- m_mirrorHorizontally = false ;
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- break ;
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+ break ;
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}
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- if (m_mirrorHorizontally != oldMirrorHorizontally)
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- emit mirrorHorizontallyChanged ();
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+ case Sprite::RotationStyle::DoNotRotate:
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+ setRotation (0 );
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+ m_mirrorHorizontally = false ;
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+ break ;
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}
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+ if (m_mirrorHorizontally != oldMirrorHorizontally)
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+ emit mirrorHorizontallyChanged ();
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+
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m_transformedHullDirty = true ;
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}
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