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https://github.com/ZDoom/Raze.git
synced 2024-12-01 08:31:30 +00:00
- float version of clipmove's slope sprite collector.
This could be simplified quite a bit by leveraging the info returned by GetFlatSpritePosition.
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parent
284dd9f643
commit
a001f77b73
3 changed files with 58 additions and 69 deletions
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@ -248,17 +248,12 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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TSectIterator<DCoreActor> it(dasect);
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while (auto actor = it.Next())
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{
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const int32_t cstat = actor->spr.cstat;
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int cstat = actor->spr.cstat;
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if (actor->spr.cstat2 & CSTAT2_SPRITE_NOFIND) continue;
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if ((cstat&dasprclipmask) == 0)
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if ((cstat & dasprclipmask) == 0)
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continue;
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auto p1 = actor->int_pos().vec2;
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CollisionBase obj;
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obj.setSprite(actor);
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switch (cstat & (CSTAT_SPRITE_ALIGNMENT_MASK))
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{
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case CSTAT_SPRITE_ALIGNMENT_FACING:
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@ -274,63 +269,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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break;
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case CSTAT_SPRITE_ALIGNMENT_SLOPE:
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{
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if (!processClipFloorSprite(clip, actor)) continue;
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int heinum = spriteGetSlope(actor);
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if (heinum == 0) continue;
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// the rest is for slope sprites only.
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auto tex = TexMan.GetGameTexture(actor->spr.spritetexture());
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const int32_t cosang = bcos(actor->int_ang());
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const int32_t sinang = bsin(actor->int_ang());
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vec2_t const span = { (int)tex->GetDisplayWidth(), (int)tex->GetDisplayHeight() };
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vec2_t const repeat = { int(actor->spr.scale.X * scaletoint), int(actor->spr.scale.Y * scaletoint) };
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vec2_t adjofs = { (int)tex->GetDisplayLeftOffset(), (int)tex->GetDisplayTopOffset() };
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if (actor->spr.cstat & CSTAT_SPRITE_XFLIP)
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adjofs.X = -adjofs.X;
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if (actor->spr.cstat & CSTAT_SPRITE_YFLIP)
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adjofs.Y = -adjofs.Y;
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int32_t const centerx = ((span.X >> 1) + adjofs.X) * repeat.X;
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int32_t const centery = ((span.Y >> 1) + adjofs.Y) * repeat.Y;
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int32_t const rspanx = span.X * repeat.X;
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int32_t const rspany = span.Y * repeat.Y;
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int32_t const ratio = ksqrt(heinum * heinum + SLOPEVAL_FACTOR * SLOPEVAL_FACTOR);
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int32_t zz[3] = { pos->Z, pos->Z + flordist, pos->Z - ceildist };
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for (int k = 0; k < 3; k++)
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{
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int32_t jj = DivScale(actor->int_pos().Z - zz[k], heinum, 18);
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int32_t jj2 = MulScale(jj, ratio, 12);
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if (jj2 > (centery << 8) || jj2 < ((centery - rspany) << 8))
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continue;
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int32_t x1 = actor->int_pos().X + MulScale(sinang, centerx, 16) + MulScale(jj, cosang, 24);
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int32_t y1 = actor->int_pos().Y - MulScale(cosang, centerx, 16) + MulScale(jj, sinang, 24);
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int32_t x2 = x1 - MulScale(sinang, rspanx, 16);
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int32_t y2 = y1 + MulScale(cosang, rspanx, 16);
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vec2_t const v = { MulScale(bcos(actor->int_ang() - 256), walldist, 14),
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MulScale(bsin(actor->int_ang() - 256), walldist, 14) };
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if (clipinsideboxline(cent.X, cent.Y, x1, y1, x2, y2, rad) != 0)
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{
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if ((x1 - pos->X) * (y2 - pos->Y) >= (x2 - pos->X) * (y1 - pos->Y))
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{
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addclipline(x1 + v.X, y1 + v.Y, x2 + v.Y, y2 - v.X, obj, false);
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}
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else
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{
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if ((cstat & CSTAT_SPRITE_ONE_SIDE) != 0)
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continue;
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addclipline(x2 - v.X, y2 - v.Y, x1 - v.Y, y1 + v.X, obj, false);
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}
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}
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}
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break;
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}
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processClipSlopeSprite(clip, actor);
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}
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}
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} while (clipsectcnt < clipsectnum || clipspritecnt < clipspritenum);
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@ -1408,14 +1408,13 @@ void processClipWallSprite(MoveClipper& clip, DCoreActor* actor)
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor)
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bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor, DVector2* points, double* heights)
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{
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int heinum = spriteGetSlope(actor);
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double sprz = spriteGetZOfSlopef(&actor->spr, actor->spr.pos.XY(), heinum);
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@ -1427,8 +1426,9 @@ bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor)
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if ((clip.pos.Z > sprz) == ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) == 0)) return false;
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}
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DVector2 points[4];
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GetFlatSpritePosition(actor, actor->spr.pos.XY(), points, nullptr);
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DVector2 opoints[4];
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if (!points) points = opoints;
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GetFlatSpritePosition(actor, actor->spr.pos.XY(), points, heights);
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auto offset = (actor->spr.Angles.Yaw - DAngle45).ToVector() * clip.walldist;
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@ -1469,6 +1469,55 @@ bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor)
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//
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//==========================================================================
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void processClipSlopeSprite(MoveClipper& clip, DCoreActor* actor)
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{
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auto spos = actor->spr.pos;
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DVector2 points[4];
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double heights[4];
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DVector2 lpoints[2];
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if (!processClipFloorSprite(clip, actor, points, heights)) return;
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int heinum = spriteGetSlope(actor);
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if (heinum == 0) return;
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double zz[3] = { clip.pos.Z, clip.pos.Z + clip.floordist, clip.pos.Z - clip.ceilingdist };
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CollisionBase objtype;
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objtype.setSprite(actor);
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for (int k = 0; k < 3; k++)
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{
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double factor = (zz[k] - heights[0]) / (heights[1] - heights[0]);
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if (factor < 0 || factor > 1) continue; // sprite never hits the desired height.
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auto dist = (points[1] - points[0]) * factor;
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lpoints[0] = points[0] + dist;
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lpoints[1] = points[3] + dist;
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// The rest is just the same as the main part of the wall sprite collector.
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if (IsCloseToLine(clip.center, lpoints[0], lpoints[1], clip.movedist) == EClose::Outside) continue; // out of reach
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auto offset = (actor->spr.angle - DAngle45).ToVector() * clip.walldist;
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auto d = lpoints[1] - lpoints[0];
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if (PointOnLineSide(clip.center.X, clip.center.Y, lpoints[0].X, lpoints[0].Y, d.X, d.Y) <= 0)
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{
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// in front
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addClipLine(clip, lpoints[0] + offset, lpoints[1] + offset.Rotated90CW(), objtype);
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}
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else if (!(actor->spr.cstat & CSTAT_SPRITE_ONE_SIDE))
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{
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// behind
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addClipLine(clip, lpoints[0] - offset, lpoints[1] + offset.Rotated90CCW(), objtype);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int FindBestSector(const DVector3& pos)
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{
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int bestnum = -1;
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@ -261,7 +261,8 @@ void processClipWalls(MoveClipper& clip, sectortype* sec);
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void processClipFaceSprite(MoveClipper& clip, DCoreActor* actor);
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void processClipWallSprite(MoveClipper& clip, DCoreActor* actor);
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bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor);
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bool processClipFloorSprite(MoveClipper& clip, DCoreActor* actor, DVector2* points = nullptr, double* heights = nullptr);
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void processClipSlopeSprite(MoveClipper& clip, DCoreActor* actor);
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int FindBestSector(const DVector3& pos);
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