mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 15:22:15 +00:00
- floatified AActor::Prev plus the stuff using it.
- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
This commit is contained in:
parent
2b33601d00
commit
1125101b37
13 changed files with 108 additions and 92 deletions
57
src/actor.h
57
src/actor.h
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@ -742,13 +742,13 @@ public:
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// What species am I?
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virtual FName GetSpecies();
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double GetBobOffset(fixed_t ticfrac = 0) const
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double GetBobOffset(double ticfrac = 0) const
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{
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if (!(flags2 & MF2_FLOATBOB))
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{
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return 0;
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}
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return BobSin(FloatBobPhase + level.maptime + FIXED2FLOAT(ticfrac));
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return BobSin(FloatBobPhase + level.maptime + ticfrac);
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}
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@ -850,8 +850,8 @@ public:
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// more precise, but slower version, being used in a few places
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double Distance2D(AActor *other, bool absolute = false)
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{
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fixedvec3 otherpos = absolute ? other->_f_Pos() : other->_f_PosRelative(this);
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return (DVector2(_f_X() - otherpos.x, _f_Y() - otherpos.y).Length())/FRACUNIT;
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return (Pos().XY() - otherpos).Length();
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}
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double Distance2D(double x, double y) const
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@ -860,10 +860,10 @@ public:
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}
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// a full 3D version of the above
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fixed_t Distance3D(AActor *other, bool absolute = false)
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double Distance3D(AActor *other, bool absolute = false)
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{
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fixedvec3 otherpos = absolute ? other->_f_Pos() : other->_f_PosRelative(this);
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return xs_RoundToInt(DVector3(_f_X() - otherpos.x, _f_Y() - otherpos.y, _f_Z() - otherpos.z).Length());
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DVector3 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return (Pos() - otherpos).Length();
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}
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angle_t __f_AngleTo(AActor *other, bool absolute = false)
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@ -879,19 +879,20 @@ public:
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DAngle AngleTo(AActor *other, bool absolute = false)
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{
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fixedvec3 otherpos = absolute ? other->_f_Pos() : other->_f_PosRelative(this);
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return VecToAngle(otherpos.x - _f_X(), otherpos.y - _f_Y());
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return VecToAngle(otherpos - Pos().XY());
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}
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DAngle AngleTo(AActor *other, fixed_t oxofs, fixed_t oyofs, bool absolute = false) const
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{
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fixedvec3 otherpos = absolute ? other->_f_Pos() : other->_f_PosRelative(this);
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return VecToAngle(otherpos.y + oxofs - _f_Y(), otherpos.x + oyofs - _f_X());
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return VecToAngle(otherpos.x + oxofs - _f_X(), otherpos.y + oyofs - _f_Y());
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}
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DAngle AngleTo(AActor *other, double oxofs, double oyofs, bool absolute = false) const
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{
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return FIXED2DBL(AngleTo(other, FLOAT2FIXED(oxofs), FLOAT2FIXED(oyofs), absolute));
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DVector2 otherpos = absolute ? other->Pos() : other->PosRelative(this);
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return VecToAngle(otherpos - Pos() + DVector2(oxofs, oyofs));
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}
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fixedvec2 _f_Vec2To(AActor *other) const
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@ -910,14 +911,12 @@ public:
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DVector2 Vec2To(AActor *other) const
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{
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fixedvec3 otherpos = other->_f_PosRelative(this);
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return{ FIXED2DBL(otherpos.x - _f_X()), FIXED2DBL(otherpos.y - _f_Y()) };
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return other->PosRelative(this) - Pos();
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}
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DVector3 Vec3To(AActor *other) const
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{
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fixedvec3 otherpos = other->_f_PosRelative(this);
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return { FIXED2DBL(otherpos.x - _f_X()), FIXED2DBL(otherpos.y - _f_Y()), FIXED2DBL(otherpos.z - _f_Z()) };
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return other->PosRelative(this) - Pos();
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}
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fixedvec2 Vec2Offset(fixed_t dx, fixed_t dy, bool absolute = false)
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@ -1089,14 +1088,7 @@ public:
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// info for drawing
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// NOTE: The first member variable *must* be snext.
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AActor *snext, **sprev; // links in sector (if needed)
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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/*
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angle_t angle;
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fixed_t pitch;
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angle_t roll; // This was fixed_t before, which is probably wrong
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fixedvec3 vel;
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*/
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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DRotator Angles;
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DVector3 Vel;
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@ -1321,8 +1313,7 @@ public:
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FDecalBase *DecalGenerator;
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// [RH] Used to interpolate the view to get >35 FPS
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fixed_t PrevX, PrevY, PrevZ;
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//angle_t PrevAngle;
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DVector3 Prev;
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DRotator PrevAngles;
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int PrevPortalGroup;
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@ -1419,6 +1410,11 @@ public:
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fixedvec3 _f_PosRelative(sector_t *sec) const;
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fixedvec3 _f_PosRelative(line_t *line) const;
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DVector3 PosRelative(int grp) const;
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DVector3 PosRelative(const AActor *other) const;
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DVector3 PosRelative(sector_t *sec) const;
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DVector3 PosRelative(line_t *line) const;
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fixed_t SoundX() const
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{
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return _f_X();
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@ -1431,14 +1427,9 @@ public:
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{
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return _f_Z();
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}
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fixedvec3 InterpolatedPosition(fixed_t ticFrac) const
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DVector3 InterpolatedPosition(double ticFrac) const
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{
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fixedvec3 ret;
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ret.x = PrevX + FixedMul (ticFrac, _f_X() - PrevX);
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ret.y = PrevY + FixedMul (ticFrac, _f_Y() - PrevY);
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ret.z = PrevZ + FixedMul (ticFrac, _f_Z() - PrevZ);
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return ret;
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return Prev + (ticFrac * (Pos() - Prev));
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}
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fixedvec3 PosPlusZ(fixed_t zadd) const
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{
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@ -1480,7 +1471,7 @@ public:
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void AddZ(double newz, bool moving = true)
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{
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__Pos.Z += newz;
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if (!moving) PrevZ = _f_Z();
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if (!moving) Prev.Z = Z();
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}
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// These are not for general use as they do not link the actor into the world!
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@ -2429,7 +2429,7 @@ void AM_drawWalls (bool allmap)
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bool portalmode = numportalgroups > 0 && pg != MapPortalGroup;
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if (pg == p)
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{
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offset = Displacements.getOffset(pg, MapPortalGroup);
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offset = Displacements._f_getOffset(pg, MapPortalGroup);
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}
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else if (p == -1 && (pg == MapPortalGroup || !am_portaloverlay))
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{
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@ -2545,8 +2545,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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if ((!fastchase || !actor->FastChaseStrafeCount) && !dontmove)
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{
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// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
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fixed_t oldX = actor->_f_X();
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fixed_t oldY = actor->_f_Y();
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DVector2 old = actor->Pos();
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int oldgroup = actor->PrevPortalGroup;
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FTextureID oldFloor = actor->floorpic;
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@ -2559,12 +2558,12 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
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// (copied from A_SerpentChase - it applies to everything with CANTLEAVEFLOORPIC!)
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if (actor->flags2&MF2_CANTLEAVEFLOORPIC && actor->floorpic != oldFloor )
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{
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if (P_TryMove(actor, oldX, oldY, false))
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if (P_TryMove(actor, old, false))
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{
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if (nomonsterinterpolation)
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{
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actor->PrevX = oldX;
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actor->PrevY = oldY;
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actor->Prev.X = old.X;
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actor->Prev.Y = old.Y;
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actor->PrevPortalGroup = oldgroup;
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}
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}
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@ -2299,8 +2299,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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{
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thing->UnlinkFromWorld();
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thing->SetXY(tm.x + port->mXDisplacement, tm.y + port->mYDisplacement);
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thing->PrevX += port->mXDisplacement;
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thing->PrevY += port->mYDisplacement;
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thing->Prev.X += FIXED2DBL(port->mXDisplacement);
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thing->Prev.Y += FIXED2DBL(port->mYDisplacement);
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thing->LinkToWorld();
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P_FindFloorCeiling(thing);
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portalcrossed = true;
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@ -870,7 +870,7 @@ bool FMultiBlockLinesIterator::Next(FMultiBlockLinesIterator::CheckResult *item)
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void FMultiBlockLinesIterator::startIteratorForGroup(int group)
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{
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offset = Displacements.getOffset(basegroup, group);
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offset = Displacements._f_getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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cursector = group == startsector->PortalGroup ? startsector : P_PointInSector(offset.x, offset.y);
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@ -1104,7 +1104,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
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if (thing != NULL)
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{
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item->thing = thing;
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item->position = checkpoint + Displacements.getOffset(basegroup, thing->Sector->PortalGroup);
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item->position = checkpoint + Displacements._f_getOffset(basegroup, thing->Sector->PortalGroup);
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item->portalflags = portalflags;
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// same as above in floating point. This is here so that this stuff can be converted piece by piece.
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@ -1146,7 +1146,7 @@ bool FMultiBlockThingsIterator::Next(FMultiBlockThingsIterator::CheckResult *ite
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void FMultiBlockThingsIterator::startIteratorForGroup(int group)
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{
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fixedvec2 offset = Displacements.getOffset(basegroup, group);
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fixedvec2 offset = Displacements._f_getOffset(basegroup, group);
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offset.x += checkpoint.x;
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offset.y += checkpoint.y;
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bbox.setBox(offset.x, offset.y, checkpoint.z);
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@ -2816,7 +2816,7 @@ void P_NightmareRespawn (AActor *mobj)
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mo->skillrespawncount = mobj->skillrespawncount;
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mo->PrevZ = FLOAT2FIXED(z); // Do not interpolate Z position if we changed it since spawning.
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mo->Prev.Z = z; // Do not interpolate Z position if we changed it since spawning.
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// spawn a teleport fog at old spot because of removal of the body?
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P_SpawnTeleportFog(mobj, mobj->PosPlusZ(TELEFOGHEIGHT), true, true);
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@ -3294,13 +3294,11 @@ void AActor::CheckPortalTransition(bool islinked)
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AActor *port = Sector->SkyBoxes[sector_t::ceiling];
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if (Z() > port->specialf1)
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{
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fixedvec3 oldpos = _f_Pos();
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(_f_PosRelative(port->Sector));
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PrevX += _f_X() - oldpos.x;
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PrevY += _f_Y() - oldpos.y;
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PrevZ += _f_Z() - oldpos.z;
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Sector = P_PointInSector(_f_X(), _f_Y());
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SetXYZ(PosRelative(port->Sector));
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Prev = Pos() - oldpos;
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Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
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moved = true;
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}
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@ -3313,13 +3311,11 @@ void AActor::CheckPortalTransition(bool islinked)
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AActor *port = Sector->SkyBoxes[sector_t::floor];
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if (Z() < port->specialf1 && floorz < port->specialf1)
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{
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fixedvec3 oldpos = _f_Pos();
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DVector3 oldpos = Pos();
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if (islinked && !moved) UnlinkFromWorld();
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SetXYZ(_f_PosRelative(port->Sector));
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PrevX += _f_X() - oldpos.x;
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PrevY += _f_Y() - oldpos.y;
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PrevZ += _f_Z() - oldpos.z;
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Sector = P_PointInSector(_f_X(), _f_Y());
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SetXYZ(PosRelative(port->Sector));
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Prev = Pos() - oldpos;
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Sector = P_PointInSector(Pos());
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PrevPortalGroup = Sector->PortalGroup;
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moved = true;
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}
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@ -757,32 +757,26 @@ int P_Thing_Warp(AActor *caller, AActor *reference, double xofs, double yofs, do
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caller->Vel.Zero();
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}
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#if 0 // needs fixing
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// this is no fun with line portals
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if (flags & WARPF_WARPINTERPOLATION)
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{
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// This just translates the movement but doesn't change the vector
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fixedvec3 displacedold = old + Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup);
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caller->PrevX += caller->_f_X() - displacedold.x;
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caller->PrevY += caller->_f_Y() - displacedold.y;
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caller->PrevZ += caller->_f_Z() - displacedold.z;
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DVector3 displacedold = old + Displacements.getOffset(oldpgroup, caller->Sector->PortalGroup);
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caller->Prev += caller->Pos() - displacedold;
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caller->PrevPortalGroup = caller->Sector->PortalGroup;
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}
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else if (flags & WARPF_COPYINTERPOLATION)
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{
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// Map both positions of the reference actor to the current portal group
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fixedvec3 displacedold = old + Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup);
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fixedvec3 displacedref = old + Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup);
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caller->PrevX = caller->_f_X() + displacedold.x - displacedref.x;
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caller->PrevY = caller->_f_Y() + displacedold.y - displacedref.y;
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caller->PrevZ = caller->_f_Z() + displacedold.z - displacedref.z;
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DVector3 displacedold = old + Displacements.getOffset(reference->PrevPortalGroup, caller->Sector->PortalGroup);
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DVector3 displacedref = old + Displacements.getOffset(reference->Sector->PortalGroup, caller->Sector->PortalGroup);
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caller->Prev = caller->Pos() + displacedold - displacedref;
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caller->PrevPortalGroup = caller->Sector->PortalGroup;
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}
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else if (!(flags & WARPF_INTERPOLATE))
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{
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caller->ClearInterpolation();
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}
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#endif
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if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
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{
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@ -1209,7 +1209,7 @@ bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t
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while (!wsec->PortalBlocksMovement(sector_t::ceiling) && upperz > FLOAT2FIXED(wsec->SkyBoxes[sector_t::ceiling]->specialf1))
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{
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sector_t *othersec = wsec->SkyBoxes[sector_t::ceiling]->Sector;
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fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
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fixedvec2 pos = Displacements._f_getOffset(startgroup, othersec->PortalGroup);
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fixed_t dx = position.x + pos.x;
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fixed_t dy = position.y + pos.y;
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processMask.setBit(othersec->PortalGroup);
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@ -1221,7 +1221,7 @@ bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t
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while (!wsec->PortalBlocksMovement(sector_t::floor) && position.z < FLOAT2FIXED(wsec->SkyBoxes[sector_t::floor]->specialf1))
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{
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sector_t *othersec = wsec->SkyBoxes[sector_t::floor]->Sector;
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fixedvec2 pos = Displacements.getOffset(startgroup, othersec->PortalGroup);
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fixedvec2 pos = Displacements._f_getOffset(startgroup, othersec->PortalGroup);
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fixed_t dx = position.x + pos.x;
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fixed_t dy = position.y + pos.y;
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processMask.setBit(othersec->PortalGroup | FPortalGroupArray::LOWER);
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@ -1236,7 +1236,7 @@ bool P_CollectConnectedGroups(int startgroup, const fixedvec3 &position, fixed_t
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int thisgroup = startgroup;
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for (unsigned i = 0; i < groupsToCheck.Size();i++)
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{
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fixedvec2 disp = Displacements.getOffset(startgroup, thisgroup & ~FPortalGroupArray::FLAT);
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fixedvec2 disp = Displacements._f_getOffset(startgroup, thisgroup & ~FPortalGroupArray::FLAT);
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FBoundingBox box(position.x + disp.x, position.y + disp.y, checkradius);
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FBlockLinesIterator it(box);
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line_t *ld;
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14
src/portal.h
14
src/portal.h
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@ -54,7 +54,7 @@ struct FDisplacementTable
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return data[x + size*y];
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}
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fixedvec2 getOffset(int x, int y) const
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fixedvec2 _f_getOffset(int x, int y) const
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{
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if (x == y)
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{
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@ -63,6 +63,18 @@ struct FDisplacementTable
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}
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return data[x + size*y].pos;
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}
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DVector2 getOffset(int x, int y) const
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{
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if (x == y)
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{
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DVector2 nulvec = { 0,0 };
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return nulvec; // shortcut for the most common case
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}
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fixedvec2 &p = data[x + size*y].pos;
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return{ FIXED2DBL(p.x), FIXED2DBL(p.y) };
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}
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};
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extern FDisplacementTable Displacements;
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42
src/r_defs.h
42
src/r_defs.h
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@ -838,12 +838,12 @@ struct sector_t
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// These may only be called if the portal has been validated
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fixedvec2 FloorDisplacement()
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{
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return Displacements.getOffset(PortalGroup, SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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return Displacements._f_getOffset(PortalGroup, SkyBoxes[sector_t::floor]->Sector->PortalGroup);
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}
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fixedvec2 CeilingDisplacement()
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{
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return Displacements.getOffset(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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return Displacements._f_getOffset(PortalGroup, SkyBoxes[sector_t::ceiling]->Sector->PortalGroup);
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}
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int GetTerrain(int pos) const;
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@ -1336,34 +1336,58 @@ inline sector_t *P_PointInSector(const DVector2 &pos)
|
|||
|
||||
inline fixedvec3 AActor::_f_PosRelative(int portalgroup) const
|
||||
{
|
||||
return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, portalgroup);
|
||||
return _f_Pos() + Displacements._f_getOffset(Sector->PortalGroup, portalgroup);
|
||||
}
|
||||
|
||||
inline fixedvec3 AActor::_f_PosRelative(const AActor *other) const
|
||||
{
|
||||
return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
|
||||
return _f_Pos() + Displacements._f_getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
|
||||
}
|
||||
|
||||
inline fixedvec3 AActor::_f_PosRelative(sector_t *sec) const
|
||||
{
|
||||
return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
|
||||
return _f_Pos() + Displacements._f_getOffset(Sector->PortalGroup, sec->PortalGroup);
|
||||
}
|
||||
|
||||
inline fixedvec3 AActor::_f_PosRelative(line_t *line) const
|
||||
{
|
||||
return _f_Pos() + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
|
||||
return _f_Pos() + Displacements._f_getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
|
||||
}
|
||||
|
||||
inline fixedvec3 _f_PosRelative(const fixedvec3 &pos, line_t *line, sector_t *refsec = NULL)
|
||||
{
|
||||
return pos + Displacements._f_getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
|
||||
}
|
||||
|
||||
inline DVector3 AActor::PosRelative(int portalgroup) const
|
||||
{
|
||||
return Pos() + Displacements.getOffset(Sector->PortalGroup, portalgroup);
|
||||
}
|
||||
|
||||
inline DVector3 AActor::PosRelative(const AActor *other) const
|
||||
{
|
||||
return Pos() + Displacements.getOffset(Sector->PortalGroup, other->Sector->PortalGroup);
|
||||
}
|
||||
|
||||
inline DVector3 AActor::PosRelative(sector_t *sec) const
|
||||
{
|
||||
return Pos() + Displacements.getOffset(Sector->PortalGroup, sec->PortalGroup);
|
||||
}
|
||||
|
||||
inline DVector3 AActor::PosRelative(line_t *line) const
|
||||
{
|
||||
return Pos() + Displacements.getOffset(Sector->PortalGroup, line->frontsector->PortalGroup);
|
||||
}
|
||||
|
||||
inline DVector3 PosRelative(const DVector3 &pos, line_t *line, sector_t *refsec = NULL)
|
||||
{
|
||||
return pos + Displacements.getOffset(refsec->PortalGroup, line->frontsector->PortalGroup);
|
||||
}
|
||||
|
||||
|
||||
inline void AActor::ClearInterpolation()
|
||||
{
|
||||
PrevX = _f_X();
|
||||
PrevY = _f_Y();
|
||||
PrevZ = _f_Z();
|
||||
Prev = Pos();
|
||||
PrevAngles = Angles;
|
||||
if (Sector) PrevPortalGroup = Sector->PortalGroup;
|
||||
else PrevPortalGroup = 0;
|
||||
|
|
|
@ -1239,10 +1239,10 @@ void R_DrawSkyBoxes ()
|
|||
extralight = 0;
|
||||
R_SetVisibility (sky->args[0] * 0.25f);
|
||||
|
||||
fixedvec3 viewpos = sky->InterpolatedPosition(r_TicFrac);
|
||||
viewx = viewpos.x;
|
||||
viewy = viewpos.y;
|
||||
viewz = viewpos.z;
|
||||
DVector3 viewpos = sky->InterpolatedPosition(r_TicFracF);
|
||||
viewx = FLOAT2FIXED(viewpos.X);
|
||||
viewy = FLOAT2FIXED(viewpos.Y);
|
||||
viewz = FLOAT2FIXED(viewpos.Z);
|
||||
viewangle = savedangle + (sky->PrevAngles.Yaw + (sky->Angles.Yaw * r_TicFracF) - sky->PrevAngles.Yaw).BAMs();
|
||||
|
||||
R_CopyStackedViewParameters();
|
||||
|
@ -1251,8 +1251,8 @@ void R_DrawSkyBoxes ()
|
|||
{
|
||||
extralight = pl->extralight;
|
||||
R_SetVisibility (pl->visibility);
|
||||
viewx = pl->viewx - sky->Mate->_f_X() + sky->_f_X();
|
||||
viewy = pl->viewy - sky->Mate->_f_Y() + sky->_f_Y();
|
||||
viewx = pl->viewx - FLOAT2FIXED(sky->Mate->X() + sky->X());
|
||||
viewy = pl->viewy - FLOAT2FIXED(sky->Mate->Y() + sky->Y());
|
||||
viewz = pl->viewz;
|
||||
viewangle = pl->viewangle;
|
||||
}
|
||||
|
|
|
@ -767,10 +767,10 @@ void R_ProjectSprite (AActor *thing, int fakeside, F3DFloor *fakefloor, F3DFloor
|
|||
return;
|
||||
|
||||
// [RH] Interpolate the sprite's position to make it look smooth
|
||||
fixedvec3 pos = thing->InterpolatedPosition(r_TicFrac);
|
||||
fx = pos.x;
|
||||
fy = pos.y;
|
||||
fz = pos.z + thing->_f_GetBobOffset(r_TicFrac);
|
||||
DVector3 pos = thing->InterpolatedPosition(r_TicFracF);
|
||||
fx = FLOAT2FIXED(pos.X);
|
||||
fy = FLOAT2FIXED(pos.Y);
|
||||
fz = FLOAT2FIXED(pos.Z + thing->GetBobOffset(r_TicFracF));
|
||||
|
||||
tex = NULL;
|
||||
voxel = NULL;
|
||||
|
|
|
@ -652,7 +652,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
|
|||
}
|
||||
else
|
||||
{
|
||||
fixedvec2 disp = Displacements.getOffset(oldgroup, newgroup);
|
||||
fixedvec2 disp = Displacements._f_getOffset(oldgroup, newgroup);
|
||||
viewx = iview->oviewx + FixedMul(frac, iview->nviewx - iview->oviewx - disp.x);
|
||||
viewy = iview->oviewy + FixedMul(frac, iview->nviewy - iview->oviewy - disp.y);
|
||||
viewz = iview->oviewz + FixedMul(frac, iview->nviewz - iview->oviewz);
|
||||
|
|
Loading…
Reference in a new issue