raze/source/core/interpolate.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2020 Christoph Oelckers
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "build.h"
#include "interpolate.h"
#include "xs_Float.h"
#include "serializer.h"
#include "gamecvars.h"
struct Interpolation
{
double old, bak;
int index;
int type;
DCoreActor* actor;
};
static TArray<Interpolation> interpolations;
double Get(int index, DCoreActor* actor, int type)
{
switch(type)
{
case Interp_Sect_Floorz: return sector[index].floorz;
case Interp_Sect_Ceilingz: return sector[index].ceilingz;
case Interp_Sect_Floorheinum: return sector[index].floorheinum;
case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
case Interp_Sect_FloorPanY: return sector[index].floorypan_;
case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
case Interp_Wall_X: return wall[index].pos.X;
case Interp_Wall_Y: return wall[index].pos.Y;
case Interp_Wall_PanX: return wall[index].xpan_;
case Interp_Wall_PanY: return wall[index].ypan_;
case Interp_Sprite_Z: return !actor? 0 : actor->spr.pos.Z;
default: return 0;
}
}
void Set(int index, DCoreActor* actor, int type, double val)
{
int old;
switch(type)
{
case Interp_Sect_Floorz: sector[index].setfloorz(val); break;
case Interp_Sect_Ceilingz: sector[index].setceilingz(val); break;
case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
case Interp_Wall_X: old = wall[index].pos.X; wall[index].pos.X = val; if (wall[index].pos.X != old) wall[index].moved(); break;
case Interp_Wall_Y: old = wall[index].pos.Y; wall[index].pos.Y = val; if (wall[index].pos.Y != old) wall[index].moved(); break;
case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
case Interp_Sprite_Z: if (actor) actor->spr.pos.Z = val; break;
}
}
void StartInterpolation(int index, int type)
{
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (interpolations[i].index == index && interpolations[i].type == type)
return;
}
int n = interpolations.Reserve(1);
interpolations[n].index = index;
interpolations[n].actor = nullptr;
interpolations[n].type = type;
interpolations[n].old = Get(index, nullptr, type);
}
void StopInterpolation(int index, int type)
{
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (interpolations[i].index == index && interpolations[i].type == type)
{
interpolations[i] = interpolations.Last();
interpolations.Pop();
return;
}
}
}
void StartInterpolation(DCoreActor* actor, int type)
{
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assert(type == Interp_Sprite_Z);
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (interpolations[i].actor == actor && interpolations[i].type == type)
return;
}
int n = interpolations.Reserve(1);
interpolations[n].index = -1;
interpolations[n].actor = actor;
interpolations[n].type = type;
interpolations[n].old = Get(-1, actor, type);
}
void StopInterpolation(DCoreActor* actor, int type)
{
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assert(type == Interp_Sprite_Z);
for (unsigned i = 0; i < interpolations.Size(); i++)
{
if (interpolations[i].actor == actor && interpolations[i].type == type)
{
interpolations[i] = interpolations.Last();
interpolations.Pop();
return;
}
}
}
void UpdateInterpolations()
{
for (unsigned i = 0; i < interpolations.Size(); i++)
{
interpolations[i].old = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
}
}
void DoInterpolations(double smoothratio)
{
if (!cl_interpolate) return;
for (unsigned i = 0; i < interpolations.Size(); i++)
{
double bak;
interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
double old = interpolations[i].old;
if (interpolations[i].type < Interp_Pan_First || fabs(bak-old) < 128.)
{
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, old + (bak - old) * smoothratio);
}
else
{
// with the panning types we need to check for potential wraparound.
if (bak < old) bak += 256.;
else old += 256;
double cur = old + (bak - old) * smoothratio;
if (cur >= 256.) cur -= 256.;
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, cur);
}
}
}
void RestoreInterpolations()
{
if (!cl_interpolate) return;
for (unsigned i = 0; i < interpolations.Size(); i++)
{
Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, interpolations[i].bak);
}
}
void ClearInterpolations()
{
interpolations.Clear();
}
void ClearMovementInterpolations()
{
// This clears all movement interpolations. Needed for Blood which destroys its interpolations each frame.
for (unsigned i = 0; i < interpolations.Size();)
{
switch (interpolations[i].type)
{
case Interp_Sect_Floorz:
case Interp_Sect_Ceilingz:
case Interp_Sect_Floorheinum:
case Interp_Sect_Ceilingheinum:
case Interp_Wall_X:
case Interp_Wall_Y:
interpolations[i] = interpolations.Last();
interpolations.Pop();
break;
default:
i++;
break;
}
}
}
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void setsectinterpolate(sectortype* sect)
{
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for (auto&wal : wallsofsector(sect))
{
StartInterpolation(&wal, Interp_Wall_X);
StartInterpolation(&wal, Interp_Wall_Y);
if (wal.twoSided())
{
auto nwal = wal.nextWall();
StartInterpolation(nwal, Interp_Wall_X);
StartInterpolation(nwal, Interp_Wall_Y);
nwal = nwal->point2Wall();
StartInterpolation(nwal, Interp_Wall_X);
StartInterpolation(nwal, Interp_Wall_Y);
}
}
}
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void clearsectinterpolate(sectortype* sect)
{
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for (auto& wal : wallsofsector(sect))
{
StopInterpolation(&wal, Interp_Wall_X);
StopInterpolation(&wal, Interp_Wall_Y);
if (wal.twoSided())
{
StopInterpolation(wal.nextWall(), Interp_Wall_X);
StopInterpolation(wal.nextWall(), Interp_Wall_Y);
}
}
}
FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
{
if (arc.BeginObject(keyname))
{
arc ("index", w.index)
("actor", w.actor)
("type", w.type)
.EndObject();
}
if (arc.isReading())
{
w.old = Get(w.index, w.actor, w.type);
}
return arc;
}
void SerializeInterpolations(FSerializer& arc)
{
arc("interpolations", interpolations);
}