Interpolate positions and angles in the automap for smoother appearance

This commit is contained in:
Hugo Locurcio 2020-06-18 20:24:46 +02:00 committed by Christoph Oelckers
parent 9629a737b9
commit f7bec90e74
1 changed files with 56 additions and 45 deletions

View File

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