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Interpolate positions and angles in the automap for smoother appearance
This commit is contained in:
parent
9629a737b9
commit
f7bec90e74
1 changed files with 56 additions and 45 deletions
101
src/am_map.cpp
101
src/am_map.cpp
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@ -85,8 +85,8 @@ enum
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// C++ cannot do static const floats in a class, so these need to be global...
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// C++ cannot do static const floats in a class, so these need to be global...
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static const double PLAYERRADIUS = 16.; // player radius for automap checking
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static const double PLAYERRADIUS = 16.; // player radius for automap checking
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static const double M_ZOOMIN = (1.02); // how much zoom-in per tic - goes to 2x in 1 second
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static const double M_ZOOMIN = 2; // how much zoom-in per second
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static const double M_ZOOMOUT = (1 / 1.02); // how much zoom-out per tic - pulls out to 0.5x in 1 second
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static const double M_ZOOMOUT = 0.25; // how much zoom-out per second
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static FTextureID marknums[AM_NUMMARKPOINTS]; // numbers used for marking by the automap
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static FTextureID marknums[AM_NUMMARKPOINTS]; // numbers used for marking by the automap
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bool automapactive = false;
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bool automapactive = false;
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@ -1005,7 +1005,7 @@ class DAutomap :public DAutomapBase
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void ScrollParchment(double dmapx, double dmapy);
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void ScrollParchment(double dmapx, double dmapy);
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void changeWindowLoc();
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void changeWindowLoc();
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void maxOutWindowScale();
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void maxOutWindowScale();
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void changeWindowScale();
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void changeWindowScale(double delta);
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void clearFB(const AMColor &color);
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void clearFB(const AMColor &color);
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bool clipMline(mline_t *ml, fline_t *fl);
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bool clipMline(mline_t *ml, fline_t *fl);
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void drawMline(mline_t *ml, const AMColor &color);
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void drawMline(mline_t *ml, const AMColor &color);
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@ -1280,7 +1280,7 @@ void DAutomap::changeWindowLoc ()
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oincy = incy = m_paninc.y * twod->GetHeight() / 200;
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oincy = incy = m_paninc.y * twod->GetHeight() / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.);
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rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.);
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}
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}
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m_x += incx;
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m_x += incx;
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@ -1457,8 +1457,9 @@ bool DAutomap::Responder (event_t *ev, bool last)
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//
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//
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//=============================================================================
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//=============================================================================
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void DAutomap::changeWindowScale ()
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void DAutomap::changeWindowScale (double delta)
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{
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{
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double mtof_zoommul;
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double mtof_zoommul;
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if (am_zoomdir > 0)
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if (am_zoomdir > 0)
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@ -1471,11 +1472,11 @@ void DAutomap::changeWindowScale ()
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}
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}
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else if (buttonMap.ButtonDown(Button_AM_ZoomIn))
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else if (buttonMap.ButtonDown(Button_AM_ZoomIn))
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{
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{
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mtof_zoommul = M_ZOOMIN;
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mtof_zoommul = (1 + (M_ZOOMIN - 1) * delta);
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}
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}
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else if (buttonMap.ButtonDown(Button_AM_ZoomOut))
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else if (buttonMap.ButtonDown(Button_AM_ZoomOut))
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{
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{
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mtof_zoommul = M_ZOOMOUT;
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mtof_zoommul = (1 + (M_ZOOMOUT - 1) * delta);
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}
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}
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else
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else
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{
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{
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@ -1506,7 +1507,7 @@ void DAutomap::doFollowPlayer ()
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if (cam != nullptr)
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if (cam != nullptr)
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{
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{
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double delta = cam->player ? cam->player->viewz - cam->Z() : cam->GetCameraHeight();
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double delta = cam->player ? cam->player->viewz - cam->Z() : cam->GetCameraHeight();
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DVector3 ampos = cam->GetPortalTransition(delta);
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DVector3 ampos = cam->InterpolatedPosition(r_viewpoint.TicFrac);
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if (f_oldloc.x != ampos.X || f_oldloc.y != ampos.Y)
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if (f_oldloc.x != ampos.X || f_oldloc.y != ampos.Y)
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{
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{
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@ -1520,7 +1521,7 @@ void DAutomap::doFollowPlayer ()
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sy = (f_oldloc.y - ampos.Y);
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sy = (f_oldloc.y - ampos.Y);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotate(&sx, &sy, cam->Angles.Yaw - 90);
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rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90);
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}
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}
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ScrollParchment(sx, sy);
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ScrollParchment(sx, sy);
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@ -1542,27 +1543,6 @@ void DAutomap::Ticker ()
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return;
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return;
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amclock++;
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amclock++;
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if (am_followplayer)
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{
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doFollowPlayer();
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}
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else
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{
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m_paninc.x = m_paninc.y = 0;
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if (buttonMap.ButtonDown(Button_AM_PanLeft)) m_paninc.x -= FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanRight)) m_paninc.x += FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanUp)) m_paninc.y += FTOM(F_PANINC);
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if (buttonMap.ButtonDown(Button_AM_PanDown)) m_paninc.y -= FTOM(F_PANINC);
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}
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// Change the zoom if necessary
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if (buttonMap.ButtonDown(Button_AM_ZoomIn) || buttonMap.ButtonDown(Button_AM_ZoomOut) || am_zoomdir != 0)
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changeWindowScale();
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// Change x,y location
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//if (m_paninc.x || m_paninc.y)
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changeWindowLoc();
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}
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}
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@ -1842,7 +1822,7 @@ sector_t * AM_FakeFlat(AActor *viewer, sector_t * sec, sector_t * dest)
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{
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{
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if (sec->GetHeightSec() == nullptr) return sec;
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if (sec->GetHeightSec() == nullptr) return sec;
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DVector3 pos = viewer->Pos();
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DVector3 pos = viewer->InterpolatedPosition(r_viewpoint.TicFrac);
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if (viewer->player)
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if (viewer->player)
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{
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{
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@ -2089,7 +2069,7 @@ void DAutomap::drawSubsectors()
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// Apply the automap's rotation to the texture origin.
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// Apply the automap's rotation to the texture origin.
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotation = rotation + 90. - players[consoleplayer].camera->Angles.Yaw;
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rotation = rotation + 90. - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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rotatePoint(&originpt.x, &originpt.y);
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rotatePoint(&originpt.x, &originpt.y);
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}
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}
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originx = f_x + ((originpt.x - m_x) * scale);
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originx = f_x + ((originpt.x - m_x) * scale);
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@ -2685,7 +2665,7 @@ void DAutomap::rotatePoint (double *x, double *y)
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double pivoty = m_y + m_h/2;
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double pivoty = m_y + m_h/2;
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*x -= pivotx;
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*x -= pivotx;
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*y -= pivoty;
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*y -= pivoty;
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rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.);
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rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.);
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*x += pivotx;
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*x += pivotx;
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*y += pivoty;
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*y += pivoty;
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}
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}
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@ -2760,7 +2740,7 @@ void DAutomap::drawPlayers ()
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int numarrowlines;
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int numarrowlines;
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double vh = players[consoleplayer].viewheight;
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double vh = players[consoleplayer].viewheight;
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DVector2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(vh) : players[consoleplayer].camera->Pos();
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DVector2 pos = players[consoleplayer].camera->InterpolatedPosition(r_viewpoint.TicFrac);
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pt.x = pos.X;
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pt.x = pos.X;
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pt.y = pos.Y;
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pt.y = pos.Y;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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@ -2770,7 +2750,7 @@ void DAutomap::drawPlayers ()
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}
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}
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else
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else
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{
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{
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angle = players[consoleplayer].camera->Angles.Yaw;
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angle = players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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}
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}
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if (am_cheat != 0 && CheatMapArrow.Size() > 0)
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if (am_cheat != 0 && CheatMapArrow.Size() > 0)
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@ -2828,12 +2808,12 @@ void DAutomap::drawPlayers ()
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pt.x = pos.X;
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pt.x = pos.X;
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pt.y = pos.Y;
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pt.y = pos.Y;
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angle = p->mo->Angles.Yaw;
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angle = p->mo->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotatePoint (&pt.x, &pt.y);
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rotatePoint (&pt.x, &pt.y);
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angle -= players[consoleplayer].camera->Angles.Yaw - 90.;
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angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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}
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}
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drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
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@ -2862,12 +2842,12 @@ void DAutomap::drawKeys ()
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p.x = pos.X;
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p.x = pos.X;
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p.y = pos.Y;
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p.y = pos.Y;
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angle = key->Angles.Yaw;
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angle = key->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotatePoint (&p.x, &p.y);
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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}
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}
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if (key->flags & MF_SPECIAL)
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if (key->flags & MF_SPECIAL)
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@ -2904,7 +2884,7 @@ void DAutomap::drawThings ()
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)
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if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)
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|| (am_thingrenderstyles && !(t->renderflags & RF_INVISIBLE) && !(t->flags6 & MF6_NOTONAUTOMAP)))
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|| (am_thingrenderstyles && !(t->renderflags & RF_INVISIBLE) && !(t->flags6 & MF6_NOTONAUTOMAP)))
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{
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{
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DVector3 pos = t->PosRelative(MapPortalGroup);
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DVector3 pos = t->InterpolatedPosition(r_viewpoint.TicFrac) + t->Level->Displacements.getOffset(sec.PortalGroup, MapPortalGroup);
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p.x = pos.X;
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p.x = pos.X;
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p.y = pos.Y;
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p.y = pos.Y;
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@ -2921,11 +2901,11 @@ void DAutomap::drawThings ()
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
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frame = &SpriteFrames[spriteIndex];
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frame = &SpriteFrames[spriteIndex];
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DAngle angle = 270. + 22.5 - t->Angles.Yaw;
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DAngle angle = 270. + 22.5 - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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angle += players[consoleplayer].camera->Angles.Yaw - 90.;
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angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
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}
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}
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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@ -2946,12 +2926,12 @@ void DAutomap::drawThings ()
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else
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else
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{
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{
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drawTriangle:
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drawTriangle:
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angle = t->Angles.Yaw;
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angle = t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
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{
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{
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rotatePoint (&p.x, &p.y);
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rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
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angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
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}
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}
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color = AMColors[AMColors.ThingColor];
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color = AMColors[AMColors.ThingColor];
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@ -3010,7 +2990,7 @@ void DAutomap::drawThings ()
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{ { -1, 1 }, { -1, -1 } },
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{ { -1, 1 }, { -1, -1 } },
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};
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};
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drawLineCharacter (box, 4, t->radius, angle - t->Angles.Yaw, color, p.x, p.y);
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drawLineCharacter (box, 4, t->radius, angle - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw, color, p.x, p.y);
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}
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}
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}
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}
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}
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}
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@ -3179,9 +3159,38 @@ void DAutomap::drawCrosshair (const AMColor &color)
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void DAutomap::Drawer (int bottom)
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void DAutomap::Drawer (int bottom)
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{
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{
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static uint64_t LastMS = 0;
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// Use a delta to zoom/pan at a constant speed regardless of current FPS
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uint64_t ms = screen->FrameTime;
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double delta = (ms - LastMS) * 0.001;
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if (!automapactive)
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if (!automapactive)
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return;
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return;
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if (am_followplayer)
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{
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doFollowPlayer();
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}
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else
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{
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m_paninc.x = m_paninc.y = 0;
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if (buttonMap.ButtonDown(Button_AM_PanLeft))
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m_paninc.x -= FTOM(F_PANINC) * delta * TICRATE;
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if (buttonMap.ButtonDown(Button_AM_PanRight))
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m_paninc.x += FTOM(F_PANINC) * delta * TICRATE;
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if (buttonMap.ButtonDown(Button_AM_PanUp))
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m_paninc.y += FTOM(F_PANINC) * delta * TICRATE;
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if (buttonMap.ButtonDown(Button_AM_PanDown))
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m_paninc.y -= FTOM(F_PANINC) * delta * TICRATE;
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}
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// Change the zoom if necessary
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if (buttonMap.ButtonDown(Button_AM_ZoomIn) || buttonMap.ButtonDown(Button_AM_ZoomOut) || am_zoomdir != 0)
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changeWindowScale(delta);
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// Change x,y location
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changeWindowLoc();
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bool allmap = (Level->flags2 & LEVEL2_ALLMAP) != 0;
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bool allmap = (Level->flags2 & LEVEL2_ALLMAP) != 0;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(NAME_PowerScanner, true) != nullptr;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(NAME_PowerScanner, true) != nullptr;
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@ -3234,6 +3243,8 @@ void DAutomap::Drawer (int bottom)
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drawMarks();
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drawMarks();
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showSS();
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showSS();
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LastMS = ms;
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}
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}
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//=============================================================================
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//=============================================================================
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