flak_m/zscript/dt_utility.zsc

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// screen projection and other functions from SWWM GZ
Struct dt_ProjectionData
{
double tanfovx, tanfovy;
Vector3 viewpos, z, x, y;
int viewx, viewy, vieww, viewh;
}
Class dt_Utility
{
// cache some data that requires trig and quat math
static clearscope void PrepareProjData( dt_ProjectionData &d, Vector3 viewpos, double angle, double pitch, double roll, double fov )
{
// store for internal use
d.viewpos = viewpos;
// precalc vfov/hfov tangents
// (vfov in gzdoom has a small quirk to it)
double aspect = Screen.GetAspectRatio();
double fovratio = (aspect>=1.3)?1.333333:aspect;
d.tanfovy = tan(clamp(fov,5,170)/2.)/fovratio;
d.tanfovx = d.tanfovy*aspect;
// precalc view-space axes
// (don't forget pixel stretch, very important)
Quat r = Quat.FromAngles(angle,pitch,roll);
d.z = r*(1.,0.,0.);
d.x = r*(0.,1.,0.);
d.y = r*(0.,0.,level.pixelstretch);
// precalc view origin and clip
int sblocks = CVar.FindCVar('screenblocks').GetInt();
let [viewx, viewy, vieww, viewh] = Screen.GetViewWindow();
int sh = Screen.GetHeight();
int h = sh;
if ( sblocks < 10 ) h = (sblocks*sh/10)&~7;
int bottom = sh-(h+viewy-((h-viewh)/2));
d.viewx = viewx;
d.viewy = sh-bottom-h;
d.vieww = vieww;
d.viewh = h;
}
// simple projection without matrices, translated from old UnrealScript work
// bFast: quit early if point is behind screen, for cases where behind-view coords are not really needed
static clearscope Vector3 ProjectPoint( dt_ProjectionData d, Vector3 worldpos, bool bFast = true )
{
Vector3 tdir = worldpos-d.viewpos;
// early bail, skip behind-view points
if ( bFast && (d.z dot tdir <= 0.) )
return (0.,0.,0.);
double dist = tdir.length();
// points are pretty much equal, skip projection
if ( dist <= double.epsilon )
return (0.,0.,0.);
tdir /= dist;
Vector3 dir = d.z*(tdir dot d.z);
// I don't understand this math, but it works?
Vector3 xy = tdir-dir;
double dx = xy dot d.x;
double dy = xy dot d.y;
double dlen = dir.length();
// guard against division by zero here?
if ( dlen <= double.epsilon )
return (0.,0.,0.);
double tanx = dx/dlen;
double tany = dy/dlen;
return (1.-tanx/d.tanfovx,1.-tany/d.tanfovy,dir dot d.z);
}
static clearscope Vector2 NDCToViewport( dt_ProjectionData d, Vector3 cpos )
{
return (d.viewx+(cpos.x*.5*d.vieww),d.viewy+(cpos.y*.5*d.viewh));
}
// checks if a point is inside the viewport
static clearscope bool TestScreenBounds( dt_ProjectionData d, Vector2 vpos )
{
return ((vpos.x == clamp(vpos.x,d.viewx,d.viewx+d.vieww))
&& (vpos.y == clamp(vpos.y,d.viewy,d.viewy+d.viewh)));
}
static clearscope Vector3 Vec3FromAngle( double angle, double pitch )
{
return (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
}
static clearscope Vector3 CircleOffset( Vector3 y, Vector3 z, double angle, double radius )
{
return (y*cos(angle)*radius+z*sin(angle)*radius);
}
static clearscope Vector3 ConeSpread( Vector3 x, Vector3 y, Vector3 z, double angle, double spread )
{
return (x+y*cos(angle)*spread+z*sin(angle)*spread).unit();
}
static clearscope Vector3, Vector3, Vector3 GetAxes( double angle, double pitch, double roll )
{
Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1);
Quat r = Quat.FromAngles(angle,pitch,roll);
return r*x, r*y, r*z;
}
static double Normalize180( double angle )
{
angle = ((angle%360.)+360.)%360.;
return (angle>180.)?(angle-360.):(angle);
}
static double, double, double ToAngles( Quat q )
{
double angle = 0., pitch = 0., roll = 0.;
double stest = q.z*q.x-q.w*q.y;
double angY = 2.*(q.w*q.z+q.x*q.y);
double angX = 1.-2.*(q.y*q.y+q.z*q.z);
if ( stest < -.4999995 )
{
angle = atan2(angY,angX);
pitch = 90.;
roll = Normalize180(angle+(2.*atan2(q.x,q.w)));
}
else if ( stest > .4999995 )
{
angle = atan2(angY,angX);
pitch = -90.;
roll = Normalize180(angle+(2.*atan2(q.x,q.w)));
}
else
{
angle = atan2(angY,angX);
pitch = -asin(2.*stest);
roll = atan2(2.*(q.w*q.x+q.y*q.z),1.-2.*(q.x*q.x+q.y*q.y));
}
return angle, pitch, roll;
}
// for aiming and shooting
static Vector3 GetPlayerViewDir( Actor player )
{
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return r*(1,0,0);
}
static play Vector3 GetPlayerAimDir( Actor player )
{
FTranslatedLineTarget t;
double pitch = player.BulletSlope(t);
Quat r;
if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
else r = Quat.FromAngles(player.angle,pitch,player.roll);
return r*(1,0,0);
}
static Vector3, Vector3, Vector3 GetPlayerAxes( Actor player )
{
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
}
static play Vector3, Vector3, Vector3 GetPlayerAxesAutoAimed( Actor player )
{
FTranslatedLineTarget t;
double pitch = player.BulletSlope(t);
Quat r;
if ( !t.linetarget ) r = Quat.FromAngles(player.angle,player.pitch,player.roll);
else r = Quat.FromAngles(player.angle,pitch,player.roll);
return r*(1,0,0), r*(0,-1,0), r*(0,0,1);
}
static Vector3 GetPlayerEye( Actor player )
{
if ( !player.viewpos )
return player.Vec2OffsetZ(0,0,player.player.viewz);
if ( player.viewpos.flags&VPSF_ABSOLUTEPOS )
return player.viewpos.offset;
Vector3 origin = player.Vec2OffsetZ(0,0,player.player.viewz);
if ( player.viewpos.flags&VPSF_ABSOLUTEOFFSET )
return level.Vec3Offset(origin,player.viewpos.offset);
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return level.Vec3Offset(origin,r*player.viewpos.offset);
}
static Vector3 GetFireOffset( Actor player, double x, double y, double z )
{
Vector3 origin = GetPlayerEye(player);
Quat r = Quat.FromAngles(player.angle,player.pitch,player.roll);
return level.Vec3Offset(origin,r*(x,-y,z));
}
}