- optimized the portal translation functions by precalculating the rotation angle, sine and cosine.
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ede07f93b2
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14a0567343
5 changed files with 65 additions and 68 deletions
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@ -1041,8 +1041,8 @@ static bool PIT_CheckPortal(FMultiBlockLinesIterator &mit, FMultiBlockLinesItera
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line_t *lp = cres.line->getPortalDestination();
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fixed_t zofs = 0;
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P_TranslatePortalXY(cres.line, lp, cres.position.x, cres.position.y);
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P_TranslatePortalZ(cres.line, lp, zofs);
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P_TranslatePortalXY(cres.line, cres.position.x, cres.position.y);
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P_TranslatePortalZ(cres.line, zofs);
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// fudge a bit with the portal line so that this gets included in the checks that normally only get run on two-sided lines
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sector_t *sec = lp->backsector;
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@ -2325,14 +2325,13 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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}
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else if (!portalcrossed)
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{
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line_t *out = port->mDestination;
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fixedvec3 pos = { tm.x, tm.y, thing->Z() };
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fixedvec3 oldthingpos = thing->Pos();
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fixedvec2 thingpos = oldthingpos;
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P_TranslatePortalXY(ld, out, pos.x, pos.y);
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P_TranslatePortalXY(ld, out, thingpos.x, thingpos.y);
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P_TranslatePortalZ(ld, out, pos.z);
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P_TranslatePortalXY(ld, pos.x, pos.y);
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P_TranslatePortalXY(ld, thingpos.x, thingpos.y);
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P_TranslatePortalZ(ld, pos.z);
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thing->SetXYZ(thingpos.x, thingpos.y, pos.z);
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if (!P_CheckPosition(thing, pos.x, pos.y, true)) // check if some actor blocks us on the other side. (No line checks, because of the mess that'd create.)
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{
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@ -2342,8 +2341,8 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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}
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thing->UnlinkFromWorld();
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thing->SetXYZ(pos);
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P_TranslatePortalVXVY(ld, out, thing->velx, thing->vely);
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P_TranslatePortalAngle(ld, out, thing->angle);
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P_TranslatePortalVXVY(ld, thing->velx, thing->vely);
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P_TranslatePortalAngle(ld, thing->angle);
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thing->LinkToWorld();
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P_FindFloorCeiling(thing);
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thing->ClearInterpolation();
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@ -2355,7 +2354,6 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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{
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divline_t dl1 = { besthit.oldrefpos.x,besthit. oldrefpos.y, besthit.refpos.x - besthit.oldrefpos.x, besthit.refpos.y - besthit.oldrefpos.y };
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fixedvec3a hit = { dl1.x + FixedMul(dl1.dx, bestfrac), dl1.y + FixedMul(dl1.dy, bestfrac), 0, 0 };
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line_t *out = port->mDestination;
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R_AddInterpolationPoint(hit);
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if (port->mType == PORTT_LINKED)
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@ -2365,10 +2363,10 @@ bool P_TryMove(AActor *thing, fixed_t x, fixed_t y,
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}
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else
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{
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P_TranslatePortalXY(ld, out, hit.x, hit.y);
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P_TranslatePortalZ(ld, out, hit.z);
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P_TranslatePortalXY(ld, hit.x, hit.y);
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P_TranslatePortalZ(ld, hit.z);
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players[consoleplayer].viewz += hit.z; // needs to be done here because otherwise the renderer will not catch the change.
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P_TranslatePortalAngle(ld, out, hit.angle);
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P_TranslatePortalAngle(ld, hit.angle);
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}
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R_AddInterpolationPoint(hit);
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}
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@ -3700,7 +3698,6 @@ struct aim_t
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aim_t newtrace = Clone();
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FLinePortal *port = li->getPortal();
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line_t *dest = port->mDestination;
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newtrace.toppitch = toppitch;
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newtrace.bottompitch = bottompitch;
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@ -3708,9 +3705,9 @@ struct aim_t
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newtrace.unlinked = (port->mType != PORTT_LINKED);
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newtrace.startpos = startpos;
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newtrace.aimtrace = aimtrace;
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P_TranslatePortalXY(li, dest, newtrace.startpos.x, newtrace.startpos.y);
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P_TranslatePortalZ(li, dest, newtrace.startpos.z);
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P_TranslatePortalVXVY(li, dest, newtrace.aimtrace.x, newtrace.aimtrace.y);
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P_TranslatePortalXY(li, newtrace.startpos.x, newtrace.startpos.y);
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P_TranslatePortalZ(li, newtrace.startpos.z);
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P_TranslatePortalVXVY(li, newtrace.aimtrace.x, newtrace.aimtrace.y);
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newtrace.startfrac = frac + FixedDiv(FRACUNIT, attackrange); // this is to skip the transition line to the portal which would produce a bogus opening
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@ -3718,7 +3715,7 @@ struct aim_t
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fixed_t y = newtrace.startpos.y + FixedMul(newtrace.aimtrace.y, newtrace.startfrac);
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newtrace.lastsector = P_PointInSector(x, y);
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P_TranslatePortalZ(li, dest, limitz);
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P_TranslatePortalZ(li, limitz);
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Printf("-----Entering line portal from sector %d to sector %d\n", lastsector->sectornum, newtrace.lastsector->sectornum);
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newtrace.AimTraverse();
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SetResult(linetarget, newtrace.linetarget);
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