Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:12:46 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit d2c2c93cf1.
commit 8537f0d8db804f0076b90daa66b750e44dccf44c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:12:41 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit dc897eacc0.
commit d45f6ebf11f31d246f2de4f3bbd11f7970783125
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:10:21 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit 26908f5bc5.
commit be0836feef9b95f12828eeed4319c726ef13780d
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:09:15 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit 08b03e6b19.
commit 688288a9199b912203022cb4db37503f6270e0c3
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:09:06 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit d3405837ce.
commit 72b7df9fa1841d665c2846dd31a89c6f48123e55
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:08:59 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit e171f4eb6a.
commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:08:48 2024 -0500
Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."
This reverts commit c8a7507e8e.
commit 3ce90e87a3a9956b615995b57b90619e89bbcff4
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 12:00:46 2024 -0500
Revert "Cleaning up implementation of isometric camera with optional orthographic projection."
This reverts commit 25f1407228.
commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:25 2024 -0500
Revert "Small change to SpectatorCamera actor."
This reverts commit 2b555d7556.
commit a41911f8907731c098de71ca3e14261ac432ec8c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:16 2024 -0500
Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."
This reverts commit 7fbb4cd06c.
commit 19398edd065b7b483b8c7be42cb16026695e241a
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date: Fri Feb 9 11:59:05 2024 -0500
Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."
This reverts commit c3ca564cfc.
This commit is contained in:
parent
07d6b1448a
commit
d8ef27e0ed
11 changed files with 37 additions and 192 deletions
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@ -66,7 +66,6 @@
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#include "i_system.h"
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#include "v_draw.h"
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#include "i_interface.h"
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#include "d_main.h"
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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@ -154,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint()
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Sin = 0.0;
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TanCos = 0.0;
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TanSin = 0.0;
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PitchCos = 0.0;
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PitchSin = 0.0;
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camera = nullptr;
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sector = nullptr;
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FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
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@ -603,7 +600,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
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else break;
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}
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}
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if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
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if (moved) viewpoint.noviewer = true;
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}
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//==========================================================================
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@ -633,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
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TanSin = viewwindow.FocalTangent * Sin;
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TanCos = viewwindow.FocalTangent * Cos;
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PitchSin = Angles.Pitch.Sin();
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PitchCos = Angles.Pitch.Cos();
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DVector2 v = Angles.Yaw.ToVector();
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ViewVector.X = v.X;
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ViewVector.Y = v.Y;
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@ -865,7 +859,6 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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{
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iview->otic = nowtic;
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iview->Old = iview->New;
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viewpoint.noviewer = false;
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}
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//==============================================================================================
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// Handles offsetting the camera with ChaseCam and/or viewpos.
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@ -888,7 +881,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
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iview->New.Pos = campos;
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iview->New.Angles.Yaw = camangle;
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viewpoint.noviewer = false;
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viewpoint.showviewer = true;
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// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
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// it's probably best to just reset the interpolation for this move.
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@ -955,11 +948,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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// Interpolation still happens with everything else though and seems to work fine.
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DefaultDraw = false;
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viewpoint.NoPortalPath = true;
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// Allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using HW renderer
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if (!(VP->Flags & VPSF_ALLOWOUTOFBOUNDS) || !V_IsHardwareRenderer())
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{
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P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
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}
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P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
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if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
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{
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@ -1006,10 +995,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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viewpoint.SetViewAngle (viewwindow);
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// Keep the view within the sector's floor and ceiling
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// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
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bool disembodied = false;
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if (viewpoint.camera->ViewPos != NULL) disembodied = viewpoint.camera->ViewPos->Flags & VPSF_ALLOWOUTOFBOUNDS;
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if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!disembodied || !V_IsHardwareRenderer()))
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if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
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{
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double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
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if (viewpoint.Pos.Z > theZ)
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@ -1018,7 +1004,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
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}
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}
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if (viewpoint.sector->PortalBlocksMovement(sector_t::floor) && (!disembodied || !V_IsHardwareRenderer()))
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if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
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{
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double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
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if (viewpoint.Pos.Z < theZ)
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