- some preparations for actor interpolation through wall portals.

This commit is contained in:
Christoph Oelckers 2016-02-25 00:41:31 +01:00
parent 58d3b04590
commit e11da06e69
12 changed files with 47 additions and 50 deletions

View file

@ -912,6 +912,8 @@ public:
return ret;
}
void ClearInterpolation();
void Move(fixed_t dx, fixed_t dy, fixed_t dz)
{
SetOrigin(X() + dx, Y() + dy, Z() + dz, true);
@ -1120,6 +1122,7 @@ public:
// [RH] Used to interpolate the view to get >35 FPS
fixed_t PrevX, PrevY, PrevZ;
angle_t PrevAngle;
int PrevPortalGroup;
// ThingIDs
static void ClearTIDHashes ();
@ -1253,11 +1256,6 @@ public:
__pos.y = npos.y;
__pos.z = npos.z;
}
void SetMovement(fixed_t x, fixed_t y, fixed_t z)
{
// not yet implemented
}
};
class FActorIterator

View file

@ -1257,6 +1257,7 @@ void G_FinishTravel ()
oldpawn->Destroy();
pawndup->Destroy ();
pawn->LinkToWorld ();
pawn->ClearInterpolation();
pawn->AddToHash ();
pawn->SetState(pawn->SpawnState);
pawn->player->SendPitchLimits();

View file

@ -27,11 +27,8 @@ void AFastProjectile::Tick ()
fixed_t zfrac;
int changexy;
PrevX = X();
PrevY = Y();
PrevZ = Z();
ClearInterpolation();
fixed_t oldz = Z();
PrevAngle = angle;
if (!(flags5 & MF5_NOTIMEFREEZE))
{

View file

@ -590,10 +590,7 @@ void AActorMover::Activate (AActor *activator)
// Don't let the renderer interpolate between the actor's
// old position and its new position.
Interpolate ();
tracer->PrevX = tracer->X();
tracer->PrevY = tracer->Y();
tracer->PrevZ = tracer->Z();
tracer->PrevAngle = tracer->angle;
tracer->ClearInterpolation();
}
void AActorMover::Deactivate (AActor *activator)

View file

@ -458,9 +458,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
}
// Do not interpolate from the position the actor was at when it was
// picked up, in case that is different from where it is now.
self->PrevX = self->X();
self->PrevY = self->Y();
self->PrevZ = self->Z();
self->ClearInterpolation();
return 0;
}

View file

@ -525,9 +525,7 @@ bool P_Move (AActor *actor)
// so make it switchable
if (nomonsterinterpolation)
{
actor->PrevX = actor->X();
actor->PrevY = actor->Y();
actor->PrevZ = actor->Z();
actor->ClearInterpolation();
}
if (try_ok && friction > ORIG_FRICTION)
@ -2520,6 +2518,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
// CANTLEAVEFLOORPIC handling was completely missing in the non-serpent functions.
fixed_t oldX = actor->X();
fixed_t oldY = actor->Y();
int oldgroup = actor->PrevPortalGroup;
FTextureID oldFloor = actor->floorpic;
// chase towards player
@ -2537,6 +2536,7 @@ void A_DoChase (VMFrameStack *stack, AActor *actor, bool fastchase, FState *mele
{
actor->PrevX = oldX;
actor->PrevY = oldY;
actor->PrevPortalGroup = oldgroup;
}
}
if (!(flags & CHF_STOPIFBLOCKED))

View file

@ -508,10 +508,6 @@ bool P_TeleportMove(AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefra
R_ResetViewInterpolation();
}
thing->PrevX = x;
thing->PrevY = y;
thing->PrevZ = z;
// If this teleport was caused by a move, P_TryMove() will handle the
// sector transition messages better than we can here.
if (!(thing->flags6 & MF6_INTRYMOVE))

View file

@ -416,6 +416,7 @@ bool AActor::FixMapthingPos()
// Get the distance we have to move the object away from the wall
distance = radius - distance;
SetXY(X() + FixedMul(distance, finecosine[finean]), Y() + FixedMul(distance, finesine[finean]));
ClearInterpolation();
success = true;
}
}
@ -533,9 +534,9 @@ void AActor::SetOrigin (fixed_t ix, fixed_t iy, fixed_t iz, bool moving)
{
UnlinkFromWorld ();
SetXYZ(ix, iy, iz);
if (moving) SetMovement(ix - X(), iy - Y(), iz - Z());
LinkToWorld ();
P_FindFloorCeiling(this, FFCF_ONLYSPAWNPOS);
if (!moving) ClearInterpolation();
}
//===========================================================================

View file

@ -473,10 +473,7 @@ void AActor::Serialize (FArchive &arc)
Speed = GetDefault()->Speed;
}
}
PrevX = X();
PrevY = Y();
PrevZ = Z();
PrevAngle = angle;
ClearInterpolation();
UpdateWaterLevel(Z(), false);
}
}
@ -3304,6 +3301,7 @@ void AActor::CheckPortalTransition(bool islinked)
PrevY += Y() - oldpos.y;
PrevZ += Z() - oldpos.z;
Sector = P_PointInSector(X(), Y());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
@ -3322,6 +3320,7 @@ void AActor::CheckPortalTransition(bool islinked)
PrevY += Y() - oldpos.y;
PrevZ += Z() - oldpos.z;
Sector = P_PointInSector(X(), Y());
PrevPortalGroup = Sector->PortalGroup;
moved = true;
}
else break;
@ -3368,10 +3367,7 @@ void AActor::Tick ()
// This is necessary to properly interpolate movement outside this function
// like from an ActorMover
PrevX = X();
PrevY = Y();
PrevZ = Z();
PrevAngle = angle;
ClearInterpolation();
if (flags5 & MF5_NOINTERACTION)
{
@ -3398,7 +3394,6 @@ void AActor::Tick ()
flags |= MF_NOBLOCKMAP;
SetXYZ(Vec3Offset(velx, vely, velz));
CheckPortalTransition(false);
SetMovement(velx, vely, velz);
LinkToWorld ();
}
else
@ -4157,9 +4152,6 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
actor->Conversation = NULL;
}
actor->PrevX = ix;
actor->PrevY = iy;
actor->PrevZ = iz;
actor->SetXYZ(ix, iy, iz);
actor->picnum.SetInvalid();
actor->health = actor->SpawnHealth();
@ -4195,6 +4187,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, fixed_t ix, fixed_t iy, fixed_t
// set subsector and/or block links
actor->LinkToWorld (SpawningMapThing);
actor->ClearInterpolation();
actor->dropoffz = // killough 11/98: for tracking dropoffs
actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
@ -5822,6 +5815,7 @@ bool P_CheckMissileSpawn (AActor* th, fixed_t maxdist)
return false;
}
}
th->ClearInterpolation();
return true;
}

View file

@ -130,7 +130,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
oldy = source->Y();
oldz = source->Z();
source->SetOrigin (x, y, z, false);
source->SetOrigin (x, y, z, true);
if (P_TestMobjLocation (source))
{
if (fog)
@ -138,9 +138,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
P_SpawnTeleportFog(source, x, y, z, false, true);
P_SpawnTeleportFog(source, oldx, oldy, oldz, true, true);
}
source->PrevX = x;
source->PrevY = y;
source->PrevZ = z;
source->ClearInterpolation();
if (source == players[consoleplayer].camera)
{
R_ResetViewInterpolation();
@ -149,7 +147,7 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
}
else
{
source->SetOrigin (oldx, oldy, oldz, false);
source->SetOrigin (oldx, oldy, oldz, true);
return false;
}
}
@ -695,6 +693,8 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
}
fixedvec3 old = caller->Pos();
int oldpgroup = caller->Sector->PortalGroup;
zofs += FixedMul(reference->height, heightoffset);
@ -744,12 +744,12 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
{
if (flags & WARPF_TOFLOOR)
{
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true);
caller->SetZ(caller->floorz + zofs);
}
else
{
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs);
caller->SetOrigin(xofs + FixedMul(rad, finecosine[fineangle]), yofs + FixedMul(rad, finesine[fineangle]), zofs, true);
}
}
@ -782,23 +782,29 @@ int P_Thing_Warp(AActor *caller, AActor *reference, fixed_t xofs, fixed_t yofs,
caller->velz = 0;
}
// this is no fun with line portals
if (flags & WARPF_WARPINTERPOLATION)
{
caller->PrevX += caller->X() - old.x;
caller->PrevY += caller->Y() - old.y;
caller->PrevZ += caller->Z() - old.z;
// This just translates the movement but doesn't change the vector
fixedvec3 displacedold = old + Displacements(oldpgroup, caller->Sector->PortalGroup);
caller->PrevX += caller->X() - displacedold.x;
caller->PrevY += caller->Y() - displacedold.y;
caller->PrevZ += caller->Z() - displacedold.z;
caller->PrevPortalGroup = caller->Sector->PortalGroup;
}
else if (flags & WARPF_COPYINTERPOLATION)
{
// Map both positions of the reference actor to the current portal group
fixedvec3 displacedold = old + Displacements(reference->PrevPortalGroup, caller->Sector->PortalGroup);
fixedvec3 displacedref = old + Displacements(reference->Sector->PortalGroup, caller->Sector->PortalGroup);
caller->PrevX = caller->X() + reference->PrevX - reference->X();
caller->PrevY = caller->Y() + reference->PrevY - reference->Y();
caller->PrevZ = caller->Z() + reference->PrevZ - reference->Z();
caller->PrevPortalGroup = caller->Sector->PortalGroup;
}
else if (!(flags & WARPF_INTERPOLATE))
{
caller->PrevX = caller->X();
caller->PrevY = caller->Y();
caller->PrevZ = caller->Z();
caller->ClearInterpolation();
}
if ((flags & WARPF_BOB) && (reference->flags2 & MF2_FLOATBOB))
{

View file

@ -1278,4 +1278,14 @@ inline fixedvec3 PosRelative(const fixedvec3 &pos, line_t *line, sector_t *refse
return pos + Displacements(refsec->PortalGroup, line->frontsector->PortalGroup);
}
inline void AActor::ClearInterpolation()
{
PrevX = X();
PrevY = Y();
PrevZ = Z();
PrevAngle = angle;
PrevPortalGroup = Sector->PortalGroup;
}
#endif

View file

@ -4983,7 +4983,6 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, fixed_t xydist, fixed_t zdis
newX -= self->X();
newY -= self->Y();
self->SetXY(self->Vec2Offset(newX, newY));
self->SetMovement(newX, newY, 0);
self->LinkToWorld ();
}
self->WeaveIndexXY = weaveXY;