This commit is contained in:
Major Cooke 2021-12-06 03:01:14 -06:00
parent 3fd3a65baa
commit 2b367a6657
9 changed files with 217 additions and 30 deletions

View file

@ -654,6 +654,42 @@ struct FDropItem
int Amount;
};
enum EViewPosFlags // [MC] Flags for SetViewPos.
{
VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
};
class FViewPosition : public DObject
{
DECLARE_CLASS(FViewPosition, DObject);
public:
// Variables
// Exposed to ZScript
DVector3 Offset;
int Flags;
// Functions
FViewPosition()
{
Offset = { 0,0,0 };
Flags = 0;
}
void Set(DVector3 &off, int f = -1)
{
Offset = off;
if (f > -1)
Flags = f;
}
bool isZero()
{
return Offset.isZero();
}
};
const double MinVel = EQUAL_EPSILON;
// Map Object definition.
@ -974,7 +1010,8 @@ public:
DAngle SpriteAngle;
DAngle SpriteRotation;
DRotator Angles;
DRotator ViewAngles; // Offsets for cameras
DRotator ViewAngles; // Angle offsets for cameras
FViewPosition *ViewPos; // Position offsets for cameras
DVector2 Scale; // Scaling values; 1 is normal size
double Alpha; // Since P_CheckSight makes an alpha check this can't be a float. It has to be a double.

View file

@ -50,6 +50,7 @@ struct secplane_t;
struct FCheckPosition;
struct FTranslatedLineTarget;
struct FLinePortal;
class FViewPosition;
#include <stdlib.h>
@ -392,6 +393,10 @@ void P_PlaySpawnSound(AActor *missile, AActor *spawner);
// [RH] Position the chasecam
void P_AimCamera (AActor *t1, DVector3 &, DAngle &, sector_t *&sec, bool &unlinked);
// [MC] Aiming for ViewPos
void P_AdjustViewPos(AActor *t1, DVector3 orig, DVector3 &, sector_t *&sec, bool &unlinked, FViewPosition *VP);
// [RH] Means of death
enum
{

View file

@ -5462,6 +5462,27 @@ void P_AimCamera(AActor *t1, DVector3 &campos, DAngle &camangle, sector_t *&Came
camangle = trace.SrcAngleFromTarget - 180.;
}
// [MC] Used for ViewPos. Uses code borrowed from P_AimCamera.
void P_AdjustViewPos(AActor *t1, DVector3 orig, DVector3 &campos, sector_t *&CameraSector, bool &unlinked, FViewPosition *VP)
{
FTraceResults trace;
const DVector3 vvec = campos - orig;
const double distance = vvec.Length();
// Trace handles all of the portal crossing, which is why there is no usage of Vec#Offset(Z).
if (Trace(orig, t1->Sector, vvec.Unit(), distance, 0, 0, t1, trace) &&
trace.Distance > 5)
{
// Position camera slightly in front of hit thing
campos = orig + vvec.Unit() * (trace.Distance - 5);
}
else
{
campos = trace.HitPos - trace.HitVector * 1 / 256.;
}
CameraSector = trace.Sector;
unlinked = trace.unlinked;
}
//==========================================================================
//

View file

@ -369,6 +369,7 @@ void AActor::Serialize(FSerializer &arc)
A("spawnorder", SpawnOrder)
A("friction", Friction)
A("SpriteOffset", SpriteOffset)
("viewpos", ViewPos)
A("userlights", UserLights);
SerializeTerrain(arc, "floorterrain", floorterrain, &def->floorterrain);
@ -4952,6 +4953,12 @@ void AActor::OnDestroy ()
UnlinkFromWorld (nullptr);
flags |= MF_NOSECTOR|MF_NOBLOCKMAP;
if (ViewPos != nullptr)
{
ViewPos->Destroy();
ViewPos = nullptr;
}
// Transform any playing sound into positioned, non-actor sounds.
S_RelinkSound (this, NULL);

View file

@ -449,8 +449,8 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
// 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 (!viewpoint.showviewer)
// Needless to say, this doesn't work for chasecam mode or viewpos.
if (!viewpoint.showviewer && !viewpoint.NoPortalPath)
{
double pathlen = 0;
double zdiff = 0;
@ -789,35 +789,113 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
iview->otic = nowtic;
iview->Old = iview->New;
}
//==============================================================================================
// Handles offsetting the camera with ChaseCam and/or viewpos.
{
AActor *mo = viewpoint.camera;
FViewPosition *VP = mo->ViewPos;
const DVector3 orig = { mo->Pos().XY(), mo->player ? mo->player->viewz : mo->Z() + mo->GetCameraHeight() };
viewpoint.ActorPos = orig;
bool DefaultDraw = true;
if (player != NULL && gamestate != GS_TITLELEVEL &&
((player->cheats & CF_CHASECAM) || (r_deathcamera && viewpoint.camera->health <= 0)))
{
sector_t *oldsector = viewpoint.ViewLevel->PointInRenderSubsector(iview->Old.Pos)->sector;
// [RH] Use chasecam view
DVector3 campos;
DAngle camangle;
P_AimCamera (viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256*256))
if (gamestate != GS_TITLELEVEL &&
(player && ((player->cheats & CF_CHASECAM)) || (r_deathcamera && viewpoint.camera->health <= 0)))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
// [RH] Use chasecam view
DefaultDraw = false;
DVector3 campos;
DAngle camangle;
P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
// Note that this can still cause problems with unusually linked portals
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
viewpoint.ActorPos = campos;
}
else if (VP) // No chase/death cam and player is alive, wants viewpos.
{
viewpoint.sector = viewpoint.ViewLevel->PointInRenderSubsector(iview->New.Pos.XY())->sector;
viewpoint.showviewer = false;
// [MC] Ignores all portal portal transitions since it's meant to be absolute.
// Modders must handle performing offsetting with the appropriate functions to get it to work.
// Hint: Check P_AdjustViewPos.
if (VP->Flags & VPSF_ABSOLUTEPOS)
{
iview->New.Pos = VP->Offset;
}
else
{
DVector3 next = orig;
if (VP->isZero())
{
// Since viewpos isn't being used, it's safe to enable path interpolation
viewpoint.NoPortalPath = false;
}
else if (VP->Flags & VPSF_ABSOLUTEOFFSET)
{
// No relativity added from angles.
next += VP->Offset;
}
else
{
// [MC] Do NOT handle portals here! Trace must have the unportaled (absolute) position to
// get the correct angle and distance. Trace automatically handles portals by itself.
// Note: viewpos does not include view angles, and ViewZ/CameraHeight are applied before this.
DAngle yaw = mo->Angles.Yaw;
DAngle pitch = mo->Angles.Pitch;
DAngle roll = mo->Angles.Roll;
DVector3 relx, rely, relz, Off = VP->Offset;
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;
next += relx * Off.X + rely * Off.Y + relz * Off.Z;
}
if (next != orig)
{
// [MC] Disable interpolation if the camera view is crossing through a portal. Sometimes
// the player is made visible when crossing a portal and it's extremely jarring.
// Also, disable the portal interpolation pathing entirely when using the viewpos feature.
// Interpolation still happens with everything else though and seems to work fine.
DefaultDraw = false;
viewpoint.NoPortalPath = true;
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP);
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
iview->otic = nowtic;
iview->Old = iview->New;
r_NoInterpolate = true;
}
iview->New.Pos = next;
}
}
}
if (DefaultDraw)
{
iview->New.Pos = orig;
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = viewpoint.NoPortalPath = false;
}
viewpoint.ActorPos = campos;
}
else
{
viewpoint.ActorPos = iview->New.Pos = { viewpoint.camera->Pos().XY(), viewpoint.camera->player ? viewpoint.camera->player->viewz : viewpoint.camera->Z() + viewpoint.camera->GetCameraHeight() };
viewpoint.sector = viewpoint.camera->Sector;
viewpoint.showviewer = false;
}
// [MC] Apply the view angles first, which is the offsets. If the absolute isn't desired,

View file

@ -43,7 +43,7 @@ struct FRenderViewpoint
int extralight; // extralight to be added to this viewpoint
bool showviewer; // show the camera actor?
bool NoPortalPath; // Disable portal interpolation path for actor viewpos.
void SetViewAngle(const FViewWindow &viewwindow);

View file

@ -1770,7 +1770,6 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, isFrozen, isFrozen)
ACTION_RETURN_BOOL(isFrozen(self));
}
//===========================================================================
//
// PlayerPawn functions
@ -1796,7 +1795,31 @@ DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, GetPrintableDisplayName, GetPrintable
ACTION_RETURN_STRING(type->GetDisplayName());
}
static void SetViewPos(AActor *self, double x, double y, double z, int flags)
{
if (!self->ViewPos)
{
self->ViewPos = Create<FViewPosition>();
}
DVector3 pos = { x,y,z };
self->ViewPos->Set(pos, flags);
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, SetViewPos, SetViewPos)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_INT(flags);
SetViewPos(self, x, y, z, flags);
return 0;
}
IMPLEMENT_CLASS(FViewPosition, false, false);
DEFINE_FIELD_X(ViewPosition, FViewPosition, Offset)
DEFINE_FIELD_X(ViewPosition, FViewPosition, Flags)
DEFINE_FIELD(DThinker, Level)
DEFINE_FIELD(AActor, snext)
@ -1975,6 +1998,7 @@ DEFINE_FIELD(AActor, friendlyseeblocks)
DEFINE_FIELD(AActor, SpawnTime)
DEFINE_FIELD(AActor, InventoryID)
DEFINE_FIELD(AActor, ThruBits)
DEFINE_FIELD(AActor, ViewPos)
DEFINE_FIELD_NAMED(AActor, ViewAngles.Yaw, viewangle)
DEFINE_FIELD_NAMED(AActor, ViewAngles.Pitch, viewpitch)
DEFINE_FIELD_NAMED(AActor, ViewAngles.Roll, viewroll)

View file

@ -67,6 +67,12 @@ struct LinkContext
voidptr render_list;
}
class ViewPosition native
{
native readonly Vector3 Offset;
native readonly int Flags;
}
class Actor : Thinker native
{
@ -89,6 +95,7 @@ class Actor : Thinker native
// for some comments on these fields, see their native representations in actor.h.
native readonly Actor snext; // next in sector list.
native PlayerInfo Player;
native readonly ViewPosition ViewPos; // Will be null until A_SetViewPos() is called for the first time.
native readonly vector3 Pos;
native vector3 Prev;
native uint ThruBits;
@ -1163,6 +1170,7 @@ class Actor : Thinker native
native void A_SetViewAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetViewPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetViewRoll(double roll, int flags = 0, int ptr = AAPTR_DEFAULT);
native void SetViewPos(Vector3 offset, int flags = -1);
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVar(name varname, int value);
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserArray(name varname, int index, int value);
deprecated("2.3", "User variables are deprecated in ZScript. Actor variables are directly accessible") native void A_SetUserVarFloat(name varname, double value);

View file

@ -396,6 +396,13 @@ enum EActivationFlags
};
// [MC] Flags for SetViewPos.
enum EViewPosFlags
{
VPSF_ABSOLUTEOFFSET = 1 << 1, // Don't include angles.
VPSF_ABSOLUTEPOS = 1 << 2, // Use absolute position.
};
// Flags for A_TakeInventory and A_TakeFromTarget
enum ETakeFlags
{