mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
Added Z + camera roll relativity for A_QuakeEx's QF_RELATIVE flag.
This commit is contained in:
parent
fb1167ecfb
commit
1b97bae307
1 changed files with 22 additions and 10 deletions
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue