- backend update from GZDoom.

Mainly quaternion math and sound system cleanup.
This commit is contained in:
Christoph Oelckers 2022-11-24 16:56:46 +01:00
parent f1bfaac301
commit 2ffdf3d0e1
25 changed files with 919 additions and 259 deletions

View file

@ -1129,3 +1129,136 @@ DEFINE_FIELD(DStatusBarCore, drawClip);
DEFINE_FIELD(DStatusBarCore, fullscreenOffsets);
DEFINE_FIELD(DStatusBarCore, defaultScale);
DEFINE_FIELD(DHUDFont, mFont);
//
// Quaternion
void QuatFromAngles(double yaw, double pitch, double roll, DQuaternion* pquat)
{
*pquat = DQuaternion::FromAngles(DAngle::fromDeg(yaw), DAngle::fromDeg(pitch), DAngle::fromDeg(roll));
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, FromAngles, QuatFromAngles)
{
PARAM_PROLOGUE;
PARAM_FLOAT(yaw);
PARAM_FLOAT(pitch);
PARAM_FLOAT(roll);
DQuaternion quat;
QuatFromAngles(yaw, pitch, roll, &quat);
ACTION_RETURN_QUAT(quat);
}
void QuatAxisAngle(double x, double y, double z, double angleDeg, DQuaternion* pquat)
{
auto axis = DVector3(x, y, z);
auto angle = DAngle::fromDeg(angleDeg);
*pquat = DQuaternion::AxisAngle(axis, angle);
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, AxisAngle, QuatAxisAngle)
{
PARAM_PROLOGUE;
PARAM_FLOAT(x);
PARAM_FLOAT(y);
PARAM_FLOAT(z);
PARAM_FLOAT(angle);
DQuaternion quat;
QuatAxisAngle(x, y, z, angle, &quat);
ACTION_RETURN_QUAT(quat);
}
void QuatNLerp(
double ax, double ay, double az, double aw,
double bx, double by, double bz, double bw,
double t,
DQuaternion* pquat
)
{
auto from = DQuaternion { ax, ay, az, aw };
auto to = DQuaternion { bx, by, bz, bw };
*pquat = DQuaternion::NLerp(from, to, t);
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, NLerp, QuatNLerp)
{
PARAM_PROLOGUE;
PARAM_FLOAT(ax);
PARAM_FLOAT(ay);
PARAM_FLOAT(az);
PARAM_FLOAT(aw);
PARAM_FLOAT(bx);
PARAM_FLOAT(by);
PARAM_FLOAT(bz);
PARAM_FLOAT(bw);
PARAM_FLOAT(t);
DQuaternion quat;
QuatNLerp(ax, ay, az, aw, bx, by, bz, bw, t, &quat);
ACTION_RETURN_QUAT(quat);
}
void QuatSLerp(
double ax, double ay, double az, double aw,
double bx, double by, double bz, double bw,
double t,
DQuaternion* pquat
)
{
auto from = DQuaternion { ax, ay, az, aw };
auto to = DQuaternion { bx, by, bz, bw };
*pquat = DQuaternion::SLerp(from, to, t);
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, SLerp, QuatSLerp)
{
PARAM_PROLOGUE;
PARAM_FLOAT(ax);
PARAM_FLOAT(ay);
PARAM_FLOAT(az);
PARAM_FLOAT(aw);
PARAM_FLOAT(bx);
PARAM_FLOAT(by);
PARAM_FLOAT(bz);
PARAM_FLOAT(bw);
PARAM_FLOAT(t);
DQuaternion quat;
QuatSLerp(ax, ay, az, aw, bx, by, bz, bw, t, &quat);
ACTION_RETURN_QUAT(quat);
}
void QuatConjugate(
double x, double y, double z, double w,
DQuaternion* pquat
)
{
*pquat = DQuaternion(x, y, z, w).Conjugate();
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, Conjugate, QuatConjugate)
{
PARAM_SELF_STRUCT_PROLOGUE(DQuaternion);
DQuaternion quat;
QuatConjugate(self->X, self->Y, self->Z, self->W, &quat);
ACTION_RETURN_QUAT(quat);
}
void QuatInverse(
double x, double y, double z, double w,
DQuaternion* pquat
)
{
*pquat = DQuaternion(x, y, z, w).Inverse();
}
DEFINE_ACTION_FUNCTION_NATIVE(_QuatStruct, Inverse, QuatInverse)
{
PARAM_SELF_STRUCT_PROLOGUE(DQuaternion);
DQuaternion quat;
QuatInverse(self->X, self->Y, self->Z, self->W, &quat);
ACTION_RETURN_QUAT(quat);
}