- fixed the sound location calculations which got somewhat broken by the constant changes during the conversion.

This commit is contained in:
Christoph Oelckers 2016-03-31 21:13:32 +02:00
parent 8f5ac9b73f
commit 6445615b5d
15 changed files with 138 additions and 164 deletions

View file

@ -931,13 +931,10 @@ public:
{
SetOrigin(Pos() + vel, true);
}
void SetOrigin(double x, double y, double z, bool moving)
{
SetOrigin(FLOAT2FIXED(x), FLOAT2FIXED(y), FLOAT2FIXED(z), moving);
}
void SetOrigin(double x, double y, double z, bool moving);
void SetOrigin(const DVector3 & npos, bool moving)
{
SetOrigin(FLOAT2FIXED(npos.X), FLOAT2FIXED(npos.Y), FLOAT2FIXED(npos.Z), moving);
SetOrigin(npos.X, npos.Y, npos.Z, moving);
}
inline void SetFriendPlayer(player_t *player);
@ -1167,7 +1164,7 @@ public:
void LinkToWorld (bool spawningmapthing=false, sector_t *sector = NULL);
void UnlinkFromWorld ();
void AdjustFloorClip ();
void SetOrigin (fixed_t x, fixed_t y, fixed_t z, bool moving = false);
void SetOrigin(fixed_t x, fixed_t y, fixed_t z, bool moving = false) = delete;
bool InStateSequence(FState * newstate, FState * basestate);
int GetTics(FState * newstate);
bool SetState (FState *newstate, bool nofunction=false);
@ -1244,8 +1241,9 @@ public:
FVector3 SoundPos() const
{
// the sound system switches y and z axes so this function must, too.
// fixme: This still needs portal handling
return{ float(X()), float(Y()), float(Z()) };
return{ float(X()), float(Z()), float(Y()) };
}
DVector3 InterpolatedPosition(double ticFrac) const
{

View file

@ -162,12 +162,12 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
// I wish there was a better method to do this than randomly looking through the portal at a few places...
if (checkabove)
{
sector_t *upper = P_PointInSector(check->V1() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
sector_t *upper = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::ceiling]->Scale);
P_RecursiveSound(upper, soundtarget, splash, soundblocks, emitter, maxdist);
}
if (checkbelow)
{
sector_t *lower = P_PointInSector(check->V1() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
sector_t *lower = P_PointInSector(check->v1->fPos() + check->Delta() / 2 + sec->SkyBoxes[sector_t::floor]->Scale);
P_RecursiveSound(lower, soundtarget, splash, soundblocks, emitter, maxdist);
}
FLinePortal *port = check->getPortal();
@ -195,18 +195,18 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
other = check->sidedef[0]->sector;
// check for closed door
if ((sec->floorplane.ZatPoint (check->V1()) >=
other->ceilingplane.ZatPoint (check->V1()) &&
sec->floorplane.ZatPoint (check->V2()) >=
other->ceilingplane.ZatPoint (check->V2()))
|| (other->floorplane.ZatPoint (check->V1()) >=
sec->ceilingplane.ZatPoint (check->V1()) &&
other->floorplane.ZatPoint (check->V2()) >=
sec->ceilingplane.ZatPoint (check->V2()))
|| (other->floorplane.ZatPoint (check->V1()) >=
other->ceilingplane.ZatPoint (check->V1()) &&
other->floorplane.ZatPoint (check->V2()) >=
other->ceilingplane.ZatPoint (check->V2())))
if ((sec->floorplane.ZatPoint (check->v1->fPos()) >=
other->ceilingplane.ZatPoint (check->v1->fPos()) &&
sec->floorplane.ZatPoint (check->v2->fPos()) >=
other->ceilingplane.ZatPoint (check->v2->fPos()))
|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
sec->ceilingplane.ZatPoint (check->v1->fPos()) &&
other->floorplane.ZatPoint (check->v2->fPos()) >=
sec->ceilingplane.ZatPoint (check->v2->fPos()))
|| (other->floorplane.ZatPoint (check->v1->fPos()) >=
other->ceilingplane.ZatPoint (check->v1->fPos()) &&
other->floorplane.ZatPoint (check->v2->fPos()) >=
other->ceilingplane.ZatPoint (check->v2->fPos())))
{
continue;
}

View file

@ -81,7 +81,7 @@ static void CreateCachedNodes(MapData *map);
// fixed 32 bit gl_vert format v2.0+ (glBsp 1.91)
struct mapglvertex_t
{
fixed_t x,y;
SDWORD x,y;
};
struct gl3_mapsubsector_t

View file

@ -109,7 +109,7 @@ static DVector2 FindRefPoint(line_t *ld, const DVector2 &pos)
!ld->frontsector->PortalBlocksMovement(sector_t::floor))
{
DVector2 v1 = ld->V1();
DVector2 v1 = ld->v1->fPos();
DVector2 d = ld->Delta();
double r = clamp(((pos.X - v1.X) * d.X + (pos.Y - v1.Y) * d.Y) / (d.X*d.X + d.Y*d.Y), 0., 1.);
return v1 + d*r;

View file

@ -516,10 +516,10 @@ void AActor::LinkToWorld(bool spawningmapthing, sector_t *sector)
}
}
void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
void AActor::SetOrigin(double x, double y, double z, bool moving)
{
UnlinkFromWorld ();
SetXYZ(ix, iy, iz);
SetXYZ(x, y, z);
LinkToWorld ();
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
if (!moving) ClearInterpolation();
@ -1387,7 +1387,7 @@ intercept_t *FPathTraverse::Next()
{
intercept_t *in = NULL;
double dist = FIXED_MAX;
double dist = FLT_MAX;
for (unsigned scanpos = intercept_index; scanpos < intercepts.Size (); scanpos++)
{
intercept_t *scan = &intercepts[scanpos];
@ -1795,10 +1795,8 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
{
// [RH] This might have been faster than two multiplies and an
// add on a 386/486, but it certainly isn't on anything newer than that.
fixed_t dx;
fixed_t dy;
fixed_t x = FloatToFixed(xx);
fixed_t y = FloatToFixed(yy);
auto x = FloatToFixed(xx);
auto y = FloatToFixed(yy);
double left;
double right;
@ -1817,8 +1815,8 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
return node->dx > 0;
}
dx = (x - node->x);
dy = (y - node->y);
auto dx = (x - node->x);
auto dy = (y - node->y);
// Try to quickly decide by looking at sign bits.
if ((node->dy ^ node->dx ^ dx ^ dy) & 0x80000000)
@ -1832,6 +1830,7 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
}
// we must use doubles here because the fixed point code will produce errors due to loss of precision for extremely short linedefs.
// Note that this function is used for all map spawned actors and not just a compatibility fallback!
left = (double)node->dy * (double)dx;
right = (double)dy * (double)node->dx;
@ -1852,24 +1851,20 @@ static int R_PointOnSideSlow(double xx, double yy, node_t *node)
//
//===========================================================================
int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
int P_VanillaPointOnLineSide(double x, double y, const line_t* line)
{
fixed_t dx;
fixed_t dy;
fixed_t left;
fixed_t right;
DVector2 delta = line->Delta();
if (delta.X == 0)
{
if (x <= line->v1->fixX())
if (x <= line->v1->fX())
return delta.Y > 0;
return delta.Y < 0;
}
if (delta.Y == 0)
{
if (y <= line->v1->fixY())
if (y <= line->v1->fY())
return delta.X < 0;
return delta.X > 0;
@ -1877,13 +1872,13 @@ int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line)
// Note: This cannot really be converted to floating point
// without breaking the intended use of this function
// (i.e. to emulate the horrible imprecision of the entire methpd)
// (i.e. to emulate the horrible imprecision of the entire method)
dx = (x - line->v1->fixX());
dy = (y - line->v1->fixY());
auto dx = FloatToFixed(x - line->v1->fX());
auto dy = FloatToFixed(y - line->v1->fY());
left = FixedMul ( int(delta.Y * 256) , dx );
right = FixedMul ( dy , int(delta.X * 256) );
auto left = MulScale16( int(delta.Y * 256) , dx );
auto right = MulScale16( dy , int(delta.X * 256) );
if (right < left)
return 0; // front side

View file

@ -36,40 +36,31 @@ struct intercept_t
//
//==========================================================================
inline int P_PointOnLineSide (fixed_t x, fixed_t y, const line_t *line)
{
extern int P_VanillaPointOnLineSide(fixed_t x, fixed_t y, const line_t* line);
return i_compatflags2 & COMPATF2_POINTONLINE
? P_VanillaPointOnLineSide(x, y, line)
: DMulScale32 (y-line->v1->fixY(), line->fixDx(), line->v1->fixX()-x, line->fixDy()) > 0;
}
inline int P_PointOnLineSidePrecise (fixed_t x, fixed_t y, const line_t *line)
{
return DMulScale32 (y-line->v1->fixY(), line->fixDx(), line->v1->fixX()-x, line->fixDy()) > 0;
}
inline int P_PointOnLineSide(double x, double y, const line_t *line)
{
return P_PointOnLineSide(FLOAT2FIXED(x), FLOAT2FIXED(y), line);
}
inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
{
return P_PointOnLineSide(FLOAT2FIXED(p.X), FLOAT2FIXED(p.Y), line);
}
inline int P_PointOnLineSidePrecise(double x, double y, const line_t *line)
{
return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > EQUAL_EPSILON ;
return (y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - x) * line->Delta().Y > -EQUAL_EPSILON;
}
inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
{
return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > EQUAL_EPSILON;
return (pt.Y - line->v1->fY()) * line->Delta().X + (line->v1->fX() - pt.X) * line->Delta().Y > -EQUAL_EPSILON;
}
inline int P_PointOnLineSide (double x, double y, const line_t *line)
{
extern int P_VanillaPointOnLineSide(double x, double y, const line_t* line);
return i_compatflags2 & COMPATF2_POINTONLINE
? P_VanillaPointOnLineSide(x, y, line) : P_PointOnLineSidePrecise(x, y, line);
}
inline int P_PointOnLineSide(const DVector2 & p, const line_t *line)
{
return P_PointOnLineSide(p.X, p.Y, line);
}
//==========================================================================
//
@ -82,12 +73,12 @@ inline int P_PointOnLineSidePrecise(const DVector2 &pt, const line_t *line)
inline int P_PointOnDivlineSide(double x, double y, const divline_t *line)
{
return (y - line->y) * line->dx + (line->x - x) * line->dy > EQUAL_EPSILON;
return (y - line->y) * line->dx + (line->x - x) * line->dy > -EQUAL_EPSILON;
}
inline int P_PointOnDivlineSide(const DVector2 &pos, const divline_t *line)
{
return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > EQUAL_EPSILON;
return (pos.Y - line->y) * line->dx + (line->x - pos.X) * line->dy > -EQUAL_EPSILON;
}
//==========================================================================

View file

@ -1401,9 +1401,9 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
den = line->Delta().LengthSquared();
if (den != 0)
{
frac = clamp<double>((mo->Pos() - line->V1()) | line->Delta(), 0, den) / den;
frac = clamp<double>((mo->Pos().XY() - line->v1->fPos()) | line->Delta(), 0, den) / den;
linepos = DVector3(line->V1() + line->Delta() * frac, pos.Z);
linepos = DVector3(line->v1->fPos() + line->Delta() * frac, pos.Z);
F3DFloor * ffloor=NULL;
if (line->sidedef[side^1] != NULL)

View file

@ -714,10 +714,10 @@ void sector_t::SetFade(int r, int g, int b)
//
//===========================================================================
void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) const
void sector_t::ClosestPoint(const DVector2 &in, DVector2 &out) const
{
int i;
double x = fx, y = fy;
double x = in.X, y = in.Y;
double bestdist = HUGE_VAL;
double bestx = 0, besty = 0;
@ -725,34 +725,34 @@ void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) co
{
vertex_t *v1 = lines[i]->v1;
vertex_t *v2 = lines[i]->v2;
double a = v2->fixX() - v1->fixX();
double b = v2->fixY() - v1->fixY();
double a = v2->fX() - v1->fX();
double b = v2->fY() - v1->fY();
double den = a*a + b*b;
double ix, iy, dist;
if (den == 0)
{ // Line is actually a point!
ix = v1->fixX();
iy = v1->fixY();
ix = v1->fX();
iy = v1->fY();
}
else
{
double num = (x - v1->fixX()) * a + (y - v1->fixY()) * b;
double num = (x - v1->fX()) * a + (y - v1->fY()) * b;
double u = num / den;
if (u <= 0)
{
ix = v1->fixX();
iy = v1->fixY();
ix = v1->fX();
iy = v1->fY();
}
else if (u >= 1)
{
ix = v2->fixX();
iy = v2->fixY();
ix = v2->fX();
iy = v2->fY();
}
else
{
ix = v1->fixX() + u * a;
iy = v1->fixY() + u * b;
ix = v1->fX() + u * a;
iy = v1->fY() + u * b;
}
}
a = (ix - x);
@ -765,8 +765,7 @@ void sector_t::ClosestPoint(fixed_t fx, fixed_t fy, fixed_t &ox, fixed_t &oy) co
besty = iy;
}
}
ox = fixed_t(bestx);
oy = fixed_t(besty);
out = { bestx, besty };
}

View file

@ -375,8 +375,8 @@ bool SightCheck::P_SightCheckLine (line_t *ld)
return true;
}
ld->validcount = validcount;
if (P_PointOnDivlineSide (ld->V1(), &Trace) ==
P_PointOnDivlineSide (ld->V2(), &Trace))
if (P_PointOnDivlineSide (ld->v1->fPos(), &Trace) ==
P_PointOnDivlineSide (ld->v2->fPos(), &Trace))
{
return true; // line isn't crossed
}

View file

@ -291,7 +291,7 @@ bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *ques
// which wasn't necessarily anywhere near the switch if it was
// facing a big sector (and which wasn't necessarily for the
// button just activated, either).
DVector2 pt(side->linedef->V1() + side->linedef->Delta() / 2);
DVector2 pt(side->linedef->v1->fPos() + side->linedef->Delta() / 2);
bool playsound;
side->SetTexture(texture, Switch->frames[0].Texture);

View file

@ -438,7 +438,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
}
else
{
double num = (thing->Pos().XY() - line->V1()) | line->Delta();
double num = (thing->Pos().XY() - line->v1->fPos()) | line->Delta();
if (num <= 0)
{
pos = 0;
@ -451,7 +451,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
{
pos = num / den;
}
npos = thing->Pos().XY() - line->V1() - line->Delta() * pos;
npos = thing->Pos().XY() - line->v1->fPos() - line->Delta() * pos;
}
// Get the angle between the two linedefs, for rotating
@ -476,7 +476,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
p.Y = npos.Y*c + npos.X*s;
// Interpolate position across the exit linedef
p += l->V1() + pos*l->Delta();
p += l->v1->fPos() + pos*l->Delta();
// Whether this is a player, and if so, a pointer to its player_t.
// Voodoo dolls are excluded by making sure thing->player->mo==thing.

View file

@ -660,7 +660,7 @@ struct sector_t
void AdjustFloorClip () const;
void SetColor(int r, int g, int b, int desat);
void SetFade(int r, int g, int b);
void ClosestPoint(fixed_t x, fixed_t y, fixed_t &ox, fixed_t &oy) const;
void ClosestPoint(const DVector2 &pos, DVector2 &out) const;
int GetFloorLight () const;
int GetCeilingLight () const;
sector_t *GetHeightSec() const;
@ -1367,31 +1367,11 @@ public:
int locknumber; // [Dusk] lock number for special
unsigned portalindex;
DVector2 V1() const
{
return v1->fPos();
}
DVector2 V2() const
{
return v1->fPos();
}
DVector2 Delta() const
{
return{ FIXED2DBL(dx), FIXED2DBL(dy) };
}
fixed_t fixDx() const
{
return dx;
}
fixed_t fixDy() const
{
return dy;
}
void setDelta(fixed_t x, fixed_t y)
{
dx = x;

View file

@ -374,7 +374,7 @@ static inline bool R_ClipSpriteColumnWithPortals(fixed_t x, fixed_t y, vissprite
line_t* line = seg->curline->linedef;
// don't clip if the sprite is in front of the portal
if (!P_PointOnLineSidePrecise(x, y, line))
if (!P_PointOnLineSidePrecise(FIXED2DBL(x), FIXED2DBL(y), line))
continue;
// now if current column is covered by this drawseg, we clip it away

View file

@ -104,8 +104,8 @@ static void S_ActivatePlayList(bool goBack);
static void CalcPosVel(FSoundChan *chan, FVector3 *pos, FVector3 *vel);
static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, const FPolyObj *poly,
const float pt[3], int channel, int chanflags, FVector3 *pos, FVector3 *vel);
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z);
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z);
static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &res);
static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &res);
static FSoundChan *S_StartSound(AActor *mover, const sector_t *sec, const FPolyObj *poly,
const FVector3 *pt, int channel, FSoundID sound_id, float volume, float attenuation, FRolloffInfo *rolloff);
static void S_SetListener(SoundListener &listener, AActor *listenactor);
@ -658,27 +658,30 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
{
if (pos != NULL)
{
fixed_t x, y, z;
DVector3 listenpos;
int pgroup;
AActor *listener = players[consoleplayer].camera;
if (players[consoleplayer].camera != NULL)
if (listener != NULL)
{
FVector3 v = players[consoleplayer].camera->SoundPos();
x = FLOAT2FIXED(v.X);
y = FLOAT2FIXED(v.Y);
z = FLOAT2FIXED(v.Z);
listenpos = listener->Pos();
pgroup = listener->Sector->PortalGroup;
}
else
{
z = y = x = 0;
listenpos.Zero();
pgroup = 0;
}
// [BL] Moved this case out of the switch statement to make code easier
// on static analysis.
if(type == SOURCE_Unattached)
{
pos->X = pt[0];
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : FIXED2FLOAT(y);
pos->Z = pt[2];
{
sector_t *sec = P_PointInSector(pt[0], pt[2]);
DVector2 disp = Displacements.getOffset(pgroup, sec->PortalGroup);
pos->X = pt[0] + (float)disp.X;
pos->Y = !(chanflags & CHAN_LISTENERZ) ? pt[1] : (float)listenpos.Z;
pos->Z = pt[2] + (float)disp.Y;
}
else
{
@ -692,10 +695,9 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
//assert(actor != NULL);
if (actor != NULL)
{
FVector3 v = actor->SoundPos();
x = FLOAT2FIXED(v.X);
y = FLOAT2FIXED(v.Y);
z = FLOAT2FIXED(v.Z);
DVector2 disp = Displacements.getOffset(pgroup, actor->Sector->PortalGroup);
DVector3 posi = actor->Pos() + disp;
*pos = { (float)posi.X, (float)posi.Z, (float)posi.Y };
}
break;
@ -703,15 +705,19 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
assert(sector != NULL);
if (sector != NULL)
{
DVector2 disp = Displacements.getOffset(pgroup, sector->PortalGroup);
if (chanflags & CHAN_AREA)
{
CalcSectorSoundOrg(sector, channum, &x, &z, &y);
// listener must be reversely offset to calculate the proper sound origin.
CalcSectorSoundOrg(listenpos-disp, sector, channum, *pos);
pos->X += (float)disp.X;
pos->Z += (float)disp.Y;
}
else
{
x = FLOAT2FIXED(sector->centerspot.X);
z = FLOAT2FIXED(sector->centerspot.Y);
pos->X = (float)(sector->centerspot.X + disp.X);
pos->Z = (float)(sector->centerspot.Y + disp.Y);
chanflags |= CHAN_LISTENERZ;
}
}
@ -719,17 +725,20 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
case SOURCE_Polyobj:
assert(poly != NULL);
CalcPolyobjSoundOrg(poly, &x, &z, &y);
if (poly != NULL)
{
DVector2 disp = Displacements.getOffset(pgroup, poly->CenterSubsector->sector->PortalGroup);
CalcPolyobjSoundOrg(listenpos-disp, poly, *pos);
pos->X += (float)disp.X;
pos->Z += (float)disp.Y;
}
break;
}
if ((chanflags & CHAN_LISTENERZ) && players[consoleplayer].camera != NULL)
{
y = players[consoleplayer].camera != NULL ? FLOAT2FIXED(players[consoleplayer].camera->SoundPos().Z) : 0;
pos->Y = (float)listenpos.Z;
}
pos->X = FIXED2FLOAT(x);
pos->Y = FIXED2FLOAT(y);
pos->Z = FIXED2FLOAT(z);
}
}
if (vel != NULL)
@ -758,42 +767,44 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
//
//==========================================================================
static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fixed_t *y, fixed_t *z)
static void CalcSectorSoundOrg(const DVector3 &listenpos, const sector_t *sec, int channum, FVector3 &pos)
{
if (!(i_compatflags & COMPATF_SECTORSOUNDS))
{
// Are we inside the sector? If yes, the closest point is the one we're on.
if (P_PointInSector(FIXED2DBL(*x), FIXED2DBL(*y)) == sec)
if (P_PointInSector(pos.X, pos.Y) == sec)
{
FVector3 p = players[consoleplayer].camera->SoundPos();
*x = FLOAT2FIXED(p.X);
*y = FLOAT2FIXED(p.Y);
pos.X = (float)listenpos.X;
pos.Z = (float)listenpos.Y;
}
else
{
// Find the closest point on the sector's boundary lines and use
// that as the perceived origin of the sound.
sec->ClosestPoint(*x, *y, *x, *y);
DVector2 xy;
sec->ClosestPoint(listenpos, xy);
pos.X = (float)xy.X;
pos.Z = (float)xy.Y;
}
}
else
{
*x = FLOAT2FIXED(sec->centerspot.X);
*y = FLOAT2FIXED(sec->centerspot.Y);
pos.X = float(sec->centerspot.X);
pos.Z = float(sec->centerspot.Y);
}
// Set sound vertical position based on channel.
if (channum == CHAN_FLOOR)
{
*z = MIN(sec->floorplane.ZatPoint(*x, *y), *z);
pos.Y = (float)MIN<double>(sec->floorplane.ZatPoint(listenpos), listenpos.Z);
}
else if (channum == CHAN_CEILING)
{
*z = MAX(sec->ceilingplane.ZatPoint(*x, *y), *z);
pos.Y = (float)MAX<double>(sec->ceilingplane.ZatPoint(listenpos), listenpos.Z);
}
else if (channum == CHAN_INTERIOR)
{
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
}
}
@ -808,17 +819,17 @@ static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fix
//
//==========================================================================
static void CalcPolyobjSoundOrg(const FPolyObj *poly, fixed_t *x, fixed_t *y, fixed_t *z)
static void CalcPolyobjSoundOrg(const DVector3 &listenpos, const FPolyObj *poly, FVector3 &pos)
{
side_t *side;
sector_t *sec;
DVector2 pos(FIXED2DBL(*x), FIXED2DBL(*y));
poly->ClosestPoint(pos, pos, &side);
*x = FLOAT2FIXED(pos.X);
*y = FLOAT2FIXED(pos.Y);
DVector2 ppos;
poly->ClosestPoint(listenpos, ppos, &side);
pos.X = (float)ppos.X;
pos.Z = (float)ppos.Y;
sec = side->sector;
*z = clamp(*z, sec->floorplane.ZatPoint(*x, *y), sec->ceilingplane.ZatPoint(*x, *y));
pos.Y = (float)clamp<double>(listenpos.Z, sec->floorplane.ZatPoint(listenpos), sec->ceilingplane.ZatPoint(listenpos));
}
//==========================================================================

View file

@ -493,6 +493,11 @@ struct TVector3
return TVector3(v3.X + v2.X, v3.Y + v2.Y, v3.Z);
}
friend TVector3 operator- (const TVector3 &v3, const Vector2 &v2)
{
return TVector3(v3.X - v2.X, v3.Y - v2.Y, v3.Z);
}
friend Vector2 operator+ (const Vector2 &v2, const TVector3 &v3)
{
return Vector2(v2.X + v3.X, v2.Y + v3.Y);
@ -500,11 +505,6 @@ struct TVector3
// Subtract a 3D vector and a 2D vector.
// Discards the Z component of the 3D vector and returns a 2D vector.
friend Vector2 operator- (const TVector3 &v3, const Vector2 &v2)
{
return Vector2(v3.X - v2.X, v3.Y - v2.Y);
}
friend Vector2 operator- (const TVector2<vec_t> &v2, const TVector3 &v3)
{
return Vector2(v2.X - v3.X, v2.Y - v3.Y);