- Rename PlayerAngles::RenderAngles to CameraAngles.

* Better conveys what it is and separates it from the already established `getRender*()` methods around the place.
* Sorry Simon!
This commit is contained in:
Mitchell Richters 2023-03-17 14:20:36 +11:00
parent 742a2e5c9a
commit d329328191
15 changed files with 30 additions and 30 deletions

View file

@ -324,7 +324,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, P
if (arc.isReading())
{
w.resetRenderAngles();
w.resetCameraAngles();
}
}
return arc;

View file

@ -9,7 +9,7 @@ struct PlayerAngles
DRotator PrevViewAngles, ViewAngles;
// Player camera angles, not for direct manipulation within the playsim.
DRotator RenderAngles;
DRotator CameraAngles;
// Holder of current yaw spin state for the 180 degree turn.
DAngle YawSpin;
@ -25,7 +25,7 @@ struct PlayerAngles
// General methods.
void initialize(DCoreActor* const actor, const DAngle viewyaw = nullAngle)
{
if (pActor = actor) RenderAngles = PrevLerpAngles = pActor->spr.Angles;
if (pActor = actor) CameraAngles = PrevLerpAngles = pActor->spr.Angles;
PrevViewAngles.Yaw = ViewAngles.Yaw = viewyaw;
}
DAngle getPitchWithView()
@ -37,22 +37,22 @@ struct PlayerAngles
DRotator getRenderAngles(const double interpfrac)
{
// Get angles and return with clamped off pitch.
auto angles = RenderAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
auto angles = CameraAngles + interpolatedvalue(PrevViewAngles, ViewAngles, interpfrac);
angles.Pitch = ClampViewPitch(angles.Pitch);
return angles;
}
void updateRenderAngles(const double interpfrac)
void updateCameraAngles(const double interpfrac)
{
// Apply the current interpolated angle state to the render angles.
const auto lerpAngles = interpolatedvalue(pActor->PrevAngles, pActor->spr.Angles, interpfrac);
RenderAngles += lerpAngles - PrevLerpAngles;
CameraAngles += lerpAngles - PrevLerpAngles;
PrevLerpAngles = lerpAngles;
}
void resetRenderAngles()
void resetCameraAngles()
{
// Apply any last remaining ticrate angle updates and reset variables.
RenderAngles += pActor->spr.Angles - PrevLerpAngles;
PrevLerpAngles = pActor->spr.Angles = RenderAngles;
CameraAngles += pActor->spr.Angles - PrevLerpAngles;
PrevLerpAngles = pActor->spr.Angles = CameraAngles;
PrevViewAngles = ViewAngles;
}

View file

@ -438,7 +438,7 @@ void GameInterface::Ticker()
PLAYER* pPlayer = &gPlayer[myconnectindex];
// this must be done before the view is backed up.
pPlayer->Angles.resetRenderAngles();
pPlayer->Angles.resetCameraAngles();
// disable synchronised input if set by game.
resetForcedSyncInput();

View file

@ -57,8 +57,8 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
// Perform unsynchronised angle/horizon if not dead.
if (!SyncInput() && gamestate == GS_LEVEL && pPlayer->actor->xspr.health != 0)
{
pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
pPlayer->Angles.RenderAngles.Pitch += DAngle::fromDeg(input.horz);
pPlayer->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel);
pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
}
if (packet)

View file

@ -582,7 +582,7 @@ void viewDrawScreen(bool sceneonly)
else interpfrac = 1.;
// update render angles.
pPlayer->Angles.updateRenderAngles(interpfrac);
pPlayer->Angles.updateCameraAngles(interpfrac);
if (cl_interpolate)
{

View file

@ -426,7 +426,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
double j = clamp(czoom * act->spr.scale.Y + abs(pp.truefz - act->getOffsetZ()) * REPEAT_SCALE, (1. / 3.), 2.);
auto const vec = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
auto const daang = -(pp.Angles.RenderAngles.Yaw - cang).Normalized360().Degrees();
auto const daang = -(pp.Angles.CameraAngles.Yaw - cang).Normalized360().Degrees();
DrawTexture(twod, tileGetTexture(i), vec.X, vec.Y, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j, DTA_ScaleY, j, TAG_DONE);

View file

@ -70,7 +70,7 @@ void GameInterface::Ticker()
everyothertime++;
// this must be done before the view is backed up.
ps[myconnectindex].Angles.resetRenderAngles();
ps[myconnectindex].Angles.resetCameraAngles();
// disable synchronised input if set by game.
resetForcedSyncInput();

View file

@ -830,8 +830,8 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
if (!SyncInput() && p->GetActor()->spr.extra > 0)
{
p->Angles.RenderAngles.Yaw += p->adjustavel(input.avel);
p->Angles.RenderAngles.Pitch += DAngle::fromDeg(input.horz);
p->Angles.CameraAngles.Yaw += p->adjustavel(input.avel);
p->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
}
if (packet)

View file

@ -221,7 +221,7 @@ void displayrooms(int snum, double interpfrac, bool sceneonly)
player_struct* p = &ps[snum];
// update render angles.
p->Angles.updateRenderAngles(interpfrac);
p->Angles.updateCameraAngles(interpfrac);
if (automapMode == am_full || !p->insector())
return;

View file

@ -368,7 +368,7 @@ void GameInterface::Ticker()
else if (EndLevel == 0)
{
// this must be done before the view is backed up.
PlayerList[nLocalPlayer].Angles.resetRenderAngles();
PlayerList[nLocalPlayer].Angles.resetCameraAngles();
UpdatePlayerSpriteAngle(&PlayerList[nLocalPlayer]);
// disable synchronised input if set by game.

View file

@ -75,8 +75,8 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
if (!SyncInput() && gamestate == GS_LEVEL && !nFreeze)
{
pPlayer->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
pPlayer->Angles.RenderAngles.Pitch += DAngle::fromDeg(input.horz);
pPlayer->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel);
pPlayer->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
if (input.horz)
{

View file

@ -203,7 +203,7 @@ void DrawView(double interpfrac, bool sceneonly)
auto nDoppleOldCstat = pDop->spr.cstat;
// update render angles.
pPlayer->Angles.updateRenderAngles(interpfrac);
pPlayer->Angles.updateCameraAngles(interpfrac);
UpdatePlayerSpriteAngle(pPlayer);
if (nSnakeCam >= 0 && !sceneonly)

View file

@ -803,7 +803,7 @@ static void analyzesprites(tspriteArray& tsprites, const DVector3& viewpos, doub
}
tsp->pos = pos;
tsp->Angles.Yaw = pp->Angles.RenderAngles.Yaw;
tsp->Angles.Yaw = pp->Angles.CameraAngles.Yaw;
//continue;
}
else
@ -1242,7 +1242,7 @@ void drawscreen(PLAYER* pp, double interpfrac, bool sceneonly)
}
// update render angles.
pp->Angles.updateRenderAngles(interpfrac);
pp->Angles.updateCameraAngles(interpfrac);
// Get initial player position, interpolating if required.
DVector3 tpos = camerapp->actor->getRenderPos(interpfrac);
@ -1458,7 +1458,7 @@ bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos,
if (spnum >= 0)
{
const auto daang = -(pp->Angles.RenderAngles.Yaw - cang).Normalized360().Degrees();
const auto daang = -(pp->Angles.CameraAngles.Yaw - cang).Normalized360().Degrees();
auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
// This repeat scale is correct.

View file

@ -180,22 +180,22 @@ void GameInterface::GetInput(ControlInfo* const hidInput, double const scaleAdju
{
if ((pp->Flags2 & PF2_INPUT_CAN_AIM))
{
pp->Angles.RenderAngles.Pitch += DAngle::fromDeg(input.horz);
pp->Angles.CameraAngles.Pitch += DAngle::fromDeg(input.horz);
}
if ((pp->Flags2 & PF2_INPUT_CAN_TURN_GENERAL))
{
pp->Angles.RenderAngles.Yaw += DAngle::fromDeg(input.avel);
pp->Angles.CameraAngles.Yaw += DAngle::fromDeg(input.avel);
}
if ((pp->Flags2 & PF2_INPUT_CAN_TURN_VEHICLE))
{
DoPlayerTurnVehicle(pp, pp->Angles.RenderAngles.Yaw, input.avel, pp->actor->getOffsetZ() + 10, abs(pp->actor->getOffsetZ() + 10 - pp->sop->floor_loz));
DoPlayerTurnVehicle(pp, pp->Angles.CameraAngles.Yaw, input.avel, pp->actor->getOffsetZ() + 10, abs(pp->actor->getOffsetZ() + 10 - pp->sop->floor_loz));
}
if ((pp->Flags2 & PF2_INPUT_CAN_TURN_TURRET))
{
DoPlayerTurnTurret(pp, pp->Angles.RenderAngles.Yaw, input.avel);
DoPlayerTurnTurret(pp, pp->Angles.CameraAngles.Yaw, input.avel);
}
}

View file

@ -6705,7 +6705,7 @@ void MoveSkipSavePos(void)
MoveSkip2 ^= 1;
// this must be done before the view is backed up.
Player[myconnectindex].Angles.resetRenderAngles();
Player[myconnectindex].Angles.resetCameraAngles();
// Save off player
TRAVERSE_CONNECT(pnum)