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- Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
* As view angles are an offset, there's no reason why these cannot lerp separately.
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6594ec0750
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6 changed files with 19 additions and 13 deletions
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@ -923,6 +923,8 @@ public:
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void SetPitch(DAngle p, int fflags);
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void SetAngle(DAngle ang, int fflags);
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void SetRoll(DAngle roll, int fflags);
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// These also set CF_INTERPVIEWANGLES for players.
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void SetViewPitch(DAngle p, int fflags);
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void SetViewAngle(DAngle ang, int fflags);
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void SetViewRoll(DAngle roll, int fflags);
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@ -122,6 +122,7 @@ typedef enum
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
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CF_INTERPVIEWANGLES = 1 << 15, // [RH] flag for interpolating view angles without interpolating the entire frame
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
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CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
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@ -3473,7 +3473,7 @@ void AActor::SetViewPitch(DAngle p, int fflags)
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ViewAngles.Pitch = p;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEWANGLES;
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}
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}
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@ -3486,7 +3486,7 @@ void AActor::SetViewAngle(DAngle ang, int fflags)
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ViewAngles.Yaw = ang;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEWANGLES;
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}
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}
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@ -3499,7 +3499,7 @@ void AActor::SetViewRoll(DAngle r, int fflags)
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ViewAngles.Roll = r;
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if (player != nullptr && (fflags & SPF_INTERPOLATE))
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{
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player->cheats |= CF_INTERPVIEW;
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player->cheats |= CF_INTERPVIEWANGLES;
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}
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}
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}
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@ -1258,6 +1258,7 @@ void P_PlayerThink (player_t *player)
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player->original_cmd = cmd->ucmd;
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// Don't interpolate the view for more than one tic
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player->cheats &= ~CF_INTERPVIEW;
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player->cheats &= ~CF_INTERPVIEWANGLES;
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player->mo->FloatVar("prevBob") = player->bob;
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IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, PlayerThink)
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@ -80,6 +80,7 @@ struct InterpolationViewer
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{
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DVector3 Pos;
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DRotator Angles;
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DRotator ViewAngles;
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};
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AActor *ViewActor;
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@ -539,7 +540,13 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
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viewpoint.Angles.Yaw = (oviewangle + deltaangle(oviewangle, nviewangle) * Frac).Normalized180();
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viewpoint.Angles.Roll = (iview->Old.Angles.Roll + deltaangle(iview->Old.Angles.Roll, iview->New.Angles.Roll) * Frac).Normalized180();
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}
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// [MR] Apply the view angles as an offset if ABSVIEWANGLES isn't specified.
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if (!(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES))
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{
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viewpoint.Angles += (!player || (player->cheats & CF_INTERPVIEWANGLES)) ? interpolatedvalue(iview->Old.ViewAngles, iview->New.ViewAngles, Frac) : iview->New.ViewAngles;
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}
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// Due to interpolation this is not necessarily the same as the sector the camera is in.
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viewpoint.sector = Level->PointInRenderSubsector(viewpoint.Pos)->sector;
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bool moved = false;
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@ -898,16 +905,10 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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}
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}
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// [MC] Apply the view angles first, which is the offsets. If the absolute isn't desired,
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// add the standard angles on top of it.
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viewpoint.Angles = viewpoint.camera->ViewAngles;
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// [MR] Apply view angles as the viewpoint angles if asked to do so.
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iview->New.Angles = !(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES) ? viewpoint.camera->Angles : viewpoint.camera->ViewAngles;
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iview->New.ViewAngles = viewpoint.camera->ViewAngles;
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if (!(viewpoint.camera->flags8 & MF8_ABSVIEWANGLES))
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{
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viewpoint.Angles += viewpoint.camera->Angles;
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}
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iview->New.Angles = viewpoint.Angles;
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if (viewpoint.camera->player != 0)
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{
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player = viewpoint.camera->player;
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@ -1137,6 +1137,7 @@ enum EPlayerCheats
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
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CF_INTERPVIEWANGLES = 1 << 15, // [RH] flag for interpolating view angles without interpolating the entire frame
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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