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https://github.com/ZDoom/Raze.git
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357199ecc1
Not hooked up yet.
155 lines
4.8 KiB
C++
155 lines
4.8 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "interpolate.h"
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#include "xs_Float.h"
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#include "serializer.h"
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struct Interpolation
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{
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double old, bak;
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int index;
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int type;
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};
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static TArray<Interpolation> interpolations;
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double Get(int index, int type)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: return sector[index].floorz;
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case Interp_Sect_Ceilingz: return sector[index].ceilingz;
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case Interp_Sect_Floorheinum: return sector[index].floorheinum;
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case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
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case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
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case Interp_Sect_FloorPanY: return sector[index].floorypan_;
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case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
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case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
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case Interp_Wall_X: return wall[index].x;
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case Interp_Wall_Y: return wall[index].y;
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case Interp_Wall_PanX: return 0/*wall[index].panx_*/; // later
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case Interp_Wall_PanY: return 0/*wall[index].pany_*/; // later
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case Interp_Sprite_Z: return sprite[index].z;
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default: return 0;
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}
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}
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void Set(int index, int type, double val)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: sector[index].floorz = xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingz: sector[index].ceilingz = xs_CRoundToInt(val); break;
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case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
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case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
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case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
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case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
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case Interp_Wall_X: wall[index].x = xs_CRoundToInt(val); break;
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case Interp_Wall_Y: wall[index].y = xs_CRoundToInt(val); break;
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case Interp_Wall_PanX: break;
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case Interp_Wall_PanY: break;
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case Interp_Sprite_Z: sprite[index].z = xs_CRoundToInt(val); break;
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}
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}
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void SetInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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return;
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}
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int n = interpolations.Reserve(1);
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interpolations[n].index = index;
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interpolations[n].type = type;
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interpolations[n].old = Get(index, type);
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}
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void StopInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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{
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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return;
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}
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}
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}
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void UpdateInterpolations()
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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interpolations[i].old = Get(interpolations[i].index, interpolations[i].type);
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}
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}
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void Dointerpolations(float smoothratio)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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double bak;
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interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].type);
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double old = interpolations[i].old;
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Set(interpolations[i].index, interpolations[i].type, old + (bak - old) * smoothratio);
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}
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}
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void RestoreInterpolations()
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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Set(interpolations[i].index, interpolations[i].type, interpolations[i].bak);
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}
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("index", w.index)
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("type", w.type)
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.EndObject();
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}
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if (arc.isReading())
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{
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w.old = Get(w.index, w.type);
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}
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return arc;
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}
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void SerializeInterpolations(FSerializer& arc)
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{
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arc("interpolations", interpolations);
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}
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