- implemented line portal transition. Not yet tested for arbitrary portals but for static ones it is working - including camera interpolation.

This commit is contained in:
Christoph Oelckers 2016-02-27 01:19:57 +01:00
parent 451cac457b
commit 8d58d63b60
5 changed files with 217 additions and 21 deletions

View File

@ -243,6 +243,7 @@ extern msecnode_t *sector_list; // phares 3/16/98
struct spechit_t
{
line_t *line;
fixedvec2 oldrefpos;
fixedvec2 refpos;
};

View File

@ -969,12 +969,14 @@ bool PIT_CheckLine(FMultiBlockLinesIterator &mit, FMultiBlockLinesIterator::Chec
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
spechit.Push(spec);
}
if (ld->portalindex >= 0 && ld->portalindex != UINT_MAX)
{
spec.line = ld;
spec.refpos = cres.position;
spec.oldrefpos = tm.thing->PosRelative(ld);
portalhit.Push(spec);
}
@ -1526,7 +1528,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
tm.touchmidtex = false;
tm.abovemidtex = false;
validcount++;
spechit.Clear();
if ((thing->flags & MF_NOCLIP) && !(thing->flags & MF_SKULLFLY))
return true;
@ -1604,6 +1605,8 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
// a pickup they cannot get, because their validcount will prevent them from
// being considered for collision with the player.
validcount++;
spechit.Clear();
portalhit.Clear();
thing->BlockingMobj = NULL;
thing->height = realheight;
@ -2132,22 +2135,125 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
return false;
}
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
// Check for crossed portals
bool portalcrossed = false;
thing->LinkToWorld();
while (true)
{
fixed_t bestfrac = FIXED_MAX;
spechit_t *besthit = NULL;
// find the portal nearest to the crossing actor
for (auto &spec : portalhit)
{
line_t *ld = spec.line;
if (ld->frontsector->PortalGroup != thing->Sector->PortalGroup) continue; // must be in the same group to be considered valid.
// see if the line was crossed
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
if (oldside == 0 && side == 1)
{
divline_t dl2 = { ld->v1->x, ld->v1->y, ld->dx, ld->dy };
divline_t dl1 = { spec.oldrefpos.x, spec.oldrefpos.y, spec.refpos.x - spec.oldrefpos.x, spec.refpos.y - spec.oldrefpos.y };
fixed_t frac = P_InterceptVector(&dl1, &dl2);
if (frac < bestfrac)
{
besthit = &spec;
bestfrac = frac;
}
}
}
if (bestfrac < FIXED_MAX)
{
line_t *ld = besthit->line;
FLinePortal *port = ld->getPortal();
if (port->mType == PORTT_LINKED)
{
thing->UnlinkFromWorld();
thing->SetXY(tm.x + port->mXDisplacement, tm.y + port->mYDisplacement);
thing->PrevX += port->mXDisplacement;
thing->PrevY += port->mYDisplacement;
thing->LinkToWorld();
P_FindFloorCeiling(thing);
portalcrossed = true;
}
else if (!portalcrossed)
{
line_t *out = port->mDestination;
fixedvec3 pos = { tm.x, tm.y, thing->Z() };
fixedvec3 oldthingpos = thing->Pos();
fixedvec2 thingpos = oldthingpos;
// This gets a bit tricky because we want to catch all line specials the actor crosses on the other side, too.
// So we have to translate the old Actor xy and temporarily set this as the actor's current position for the P_CheckPosition call,
// so that the spechit array gets proper positions assigned that can be evaluated later.
P_TranslatePortalXY(ld, out, pos.x, pos.y);
P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
P_TranslatePortalAngle(ld, out, thing->angle);
P_TranslatePortalZ(ld, out, pos.z);
thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
if (!P_CheckPosition(thing, pos.x, pos.y))
{
thing->SetXYZ(oldthingpos);
thing->flags6 &= ~MF6_INTRYMOVE;
return false;
}
thing->UnlinkFromWorld();
thing->SetXYZ(pos);
thing->LinkToWorld();
P_FindFloorCeiling(thing);
thing->ClearInterpolation();
}
// if this is the current camera we need to store the point where the portal was crossed and the exit
// so that the renderer can properly calculate an interpolated position along the movement path.
if (thing == players[consoleplayer].camera)
{
divline_t dl1 = { besthit->oldrefpos.x,besthit-> oldrefpos.y, besthit->refpos.x - besthit->oldrefpos.x, besthit->refpos.y - besthit->oldrefpos.y };
fixedvec3 hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0 };
line_t *out = port->mDestination;
R_AddInterpolationPoint(hit);
if (port->mType == PORTT_LINKED)
{
hit.x += port->mXDisplacement;
hit.y += port->mYDisplacement;
}
else
{
P_TranslatePortalXY(ld, out, hit.x, hit.y);
P_TranslatePortalZ(ld, out, hit.z);
}
R_AddInterpolationPoint(hit);
}
if (port->mType == PORTT_LINKED) continue;
}
break;
}
if (!portalcrossed)
{
// the move is ok, so link the thing into its new position
thing->UnlinkFromWorld();
oldpos = thing->Pos();
oldsector = thing->Sector;
thing->floorz = tm.floorz;
thing->ceilingz = tm.ceilingz;
thing->dropoffz = tm.dropoffz; // killough 11/98: keep track of dropoffs
thing->floorpic = tm.floorpic;
thing->floorterrain = tm.floorterrain;
thing->floorsector = tm.floorsector;
thing->ceilingpic = tm.ceilingpic;
thing->ceilingsector = tm.ceilingsector;
thing->SetXY(x, y);
thing->LinkToWorld();
}
if (thing->flags2 & MF2_FLOORCLIP)
{
@ -2161,10 +2267,9 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
while (spechit.Pop(spec))
{
line_t *ld = spec.line;
fixedvec3 oldrelpos = PosRelative(oldpos, ld, oldsector);
// see if the line was crossed
side = P_PointOnLineSide(spec.refpos.x, spec.refpos.y, ld);
oldside = P_PointOnLineSide(oldrelpos.x, oldrelpos.y, ld);
oldside = P_PointOnLineSide(spec.oldrefpos.x, spec.oldrefpos.y, ld);
if (side != oldside && ld->special && !(thing->flags6 & MF6_NOTRIGGER))
{
if (thing->player && (thing->player->cheats & CF_PREDICTING))

View File

@ -112,6 +112,7 @@ void P_Ticker (void)
S_ResumeSound (false);
P_ResetSightCounters (false);
R_ClearInterpolationPath();
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;

View File

@ -81,6 +81,7 @@ static TArray<InterpolationViewer> PastViewers;
static FRandom pr_torchflicker ("TorchFlicker");
static FRandom pr_hom;
static bool NoInterpolateView;
static TArray<fixedvec3> InterpolationPath;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
@ -574,6 +575,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
// frac = tf;
if (NoInterpolateView)
{
InterpolationPath.Clear();
NoInterpolateView = false;
iview->oviewx = iview->nviewx;
iview->oviewy = iview->nviewy;
@ -583,10 +585,67 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
}
int oldgroup = R_PointInSubsector(iview->oviewx, iview->oviewy)->sector->PortalGroup;
int newgroup = R_PointInSubsector(iview->nviewx, iview->nviewy)->sector->PortalGroup;
fixedvec2 disp = Displacements.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);
if ((iview->oviewx != iview->nviewx || iview->oviewy != iview->nviewy) && InterpolationPath.Size() > 0)
{
viewx = iview->nviewx;
viewy = iview->nviewy;
viewz = iview->nviewz;
// Interpolating through line portals is a messy affair.
// What needs be done is to store the portal transitions of the camera actor as waypoints
// and then find out on which part of the path the current view lies.
// Needless to say, this doesn't work for chasecam mode.
if (!r_showviewer)
{
fixed_t pathlen = 0;
fixed_t zdiff = 0;
fixed_t totalzdiff = 0;
fixed_t oviewz = iview->oviewz;
fixed_t nviewz = iview->nviewz;
fixedvec3 oldpos = { iview->oviewx, iview->oviewy, 0 };
fixedvec3 newpos = { iview->nviewx, iview->nviewy, 0 };
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
fixedvec3 &start = i == 0 ? oldpos : InterpolationPath[i - 1];
fixedvec3 &end = InterpolationPath[i];
pathlen += xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
totalzdiff += start.z;
}
fixed_t interpolatedlen = FixedMul(frac, pathlen);
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
{
fixedvec3 &start = i == 0 ? oldpos : InterpolationPath[i - 1];
fixedvec3 &end = InterpolationPath[i];
fixed_t fraglen = xs_CRoundToInt(TVector2<double>(end.x - start.x, end.y - start.y).Length());
zdiff += start.z;
if (fraglen <= interpolatedlen)
{
interpolatedlen -= fraglen;
}
else
{
fixed_t fragfrac = FixedDiv(interpolatedlen, fraglen);
oviewz += zdiff;
nviewz -= totalzdiff - zdiff;
viewx = start.x + FixedMul(fragfrac, end.x - start.x);
viewy = start.y + FixedMul(fragfrac, end.y - start.y);
viewz = oviewz + FixedMul(frac, nviewz - oviewz);
}
}
InterpolationPath.Pop();
}
}
else
{
fixedvec2 disp = Displacements.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);
}
if (player != NULL &&
!(player->cheats & CF_INTERPVIEW) &&
player - players == consoleplayer &&
@ -678,6 +737,7 @@ void R_InterpolateView (player_t *player, fixed_t frac, InterpolationViewer *ivi
void R_ResetViewInterpolation ()
{
InterpolationPath.Clear();
NoInterpolateView = true;
}
@ -718,6 +778,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
InterpolationViewer iview = { NULL, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
iview.ViewActor = actor;
iview.otic = -1;
InterpolationPath.Clear();
return &PastViewers[PastViewers.Push (iview)];
}
@ -729,6 +790,7 @@ static InterpolationViewer *FindPastViewer (AActor *actor)
void R_FreePastViewers ()
{
InterpolationPath.Clear();
PastViewers.Clear ();
}
@ -742,6 +804,7 @@ void R_FreePastViewers ()
void R_ClearPastViewer (AActor *actor)
{
InterpolationPath.Clear();
for (unsigned int i = 0; i < PastViewers.Size(); ++i)
{
if (PastViewers[i].ViewActor == actor)
@ -781,6 +844,7 @@ void R_RebuildViewInterpolation(player_t *player)
iview->oviewz = iview->nviewz;
iview->oviewpitch = iview->nviewpitch;
iview->oviewangle = iview->nviewangle;
InterpolationPath.Clear();
}
//==========================================================================
@ -794,6 +858,29 @@ bool R_GetViewInterpolationStatus()
return NoInterpolateView;
}
//==========================================================================
//
// R_ClearInterpolationPath
//
//==========================================================================
void R_ClearInterpolationPath()
{
InterpolationPath.Clear();
}
//==========================================================================
//
// R_AddInterpolationPoint
//
//==========================================================================
void R_AddInterpolationPoint(const fixedvec3 &vec)
{
InterpolationPath.Push(vec);
}
//==========================================================================
//
// QuakePower

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@ -68,6 +68,8 @@ fixed_t R_PointToDist2 (fixed_t dx, fixed_t dy);
void R_ResetViewInterpolation ();
void R_RebuildViewInterpolation(player_t *player);
bool R_GetViewInterpolationStatus();
void R_ClearInterpolationPath();
void R_AddInterpolationPoint(const fixedvec3 &vec);
void R_SetViewSize (int blocks);
void R_SetFOV (float fov);
float R_GetFOV ();