diff --git a/src/r_utility.cpp b/src/r_utility.cpp index 9117fc01f4..94d0942a28 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -883,29 +883,41 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0) { double quakefactor = r_quakeintensity; - DAngle an; - + DVector3 pos; pos.Zero(); if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0) { viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave); } if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0) { - an = viewpoint.camera->Angles.Yaw; - double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X); - viewpoint.Pos += an.ToVector(power); + pos.X += QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X); } if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0) { - an = viewpoint.camera->Angles.Yaw + 90; - double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y); - viewpoint.Pos += an.ToVector(power); + pos.Y += QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y); } - // FIXME: Relative Z is not relative if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0) { - viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z); + pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z); } + // [MC] Tremendous thanks to Marisa Kirisame for helping me with this. + // Use a rotation matrix to make the view relative. + if (!pos.isZero()) + { + DAngle yaw = viewpoint.camera->Angles.Yaw; + DAngle pitch = viewpoint.camera->Angles.Pitch; + DAngle roll = viewpoint.camera->Angles.Roll; + DVector3 relx, rely, relz; + DMatrix3x3 rot = + DMatrix3x3(DVector3(0., 0., 1.), yaw.Cos(), yaw.Sin()) * + DMatrix3x3(DVector3(0., 1., 0.), pitch.Cos(), pitch.Sin()) * + DMatrix3x3(DVector3(1., 0., 0.), roll.Cos(), roll.Sin()); + relx = DVector3(1., 0., 0.)*rot; + rely = DVector3(0., 1., 0.)*rot; + relz = DVector3(0., 0., 1.)*rot; + viewpoint.Pos += relx * pos.X + rely * pos.Y + relz * pos.Z; + } + if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0) { viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);