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:
Rachael Alexanderson 2024-02-09 12:15:17 -05:00
commit d8ef27e0ed
No known key found for this signature in database
GPG key ID: 26A8ACCE97115EE0
11 changed files with 37 additions and 192 deletions

View file

@ -66,7 +66,6 @@
#include "i_system.h"
#include "v_draw.h"
#include "i_interface.h"
#include "d_main.h"
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
@ -154,8 +153,6 @@ FRenderViewpoint::FRenderViewpoint()
Sin = 0.0;
TanCos = 0.0;
TanSin = 0.0;
PitchCos = 0.0;
PitchSin = 0.0;
camera = nullptr;
sector = nullptr;
FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
@ -603,7 +600,7 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
else break;
}
}
if (moved && !viewpoint.showviewer) viewpoint.noviewer = true;
if (moved) viewpoint.noviewer = true;
}
//==========================================================================
@ -633,9 +630,6 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
TanSin = viewwindow.FocalTangent * Sin;
TanCos = viewwindow.FocalTangent * Cos;
PitchSin = Angles.Pitch.Sin();
PitchCos = Angles.Pitch.Cos();
DVector2 v = Angles.Yaw.ToVector();
ViewVector.X = v.X;
ViewVector.Y = v.Y;
@ -865,7 +859,6 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
{
iview->otic = nowtic;
iview->Old = iview->New;
viewpoint.noviewer = false;
}
//==============================================================================================
// Handles offsetting the camera with ChaseCam and/or viewpos.
@ -888,7 +881,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
P_AimCamera(viewpoint.camera, campos, camangle, viewpoint.sector, unlinked); // fixme: This needs to translate the angle, too.
iview->New.Pos = campos;
iview->New.Angles.Yaw = camangle;
viewpoint.noviewer = false;
viewpoint.showviewer = true;
// Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition
// it's probably best to just reset the interpolation for this move.
@ -955,11 +948,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
// Interpolation still happens with everything else though and seems to work fine.
DefaultDraw = false;
viewpoint.NoPortalPath = true;
// Allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using HW renderer
if (!(VP->Flags & VPSF_ALLOWOUTOFBOUNDS) || !V_IsHardwareRenderer())
{
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
}
P_AdjustViewPos(mo, orig, next, viewpoint.sector, unlinked, VP, &viewpoint);
if (viewpoint.sector->PortalGroup != oldsector->PortalGroup || (unlinked && ((iview->New.Pos.XY() - iview->Old.Pos.XY()).LengthSquared()) > 256 * 256))
{
@ -1006,10 +995,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
viewpoint.SetViewAngle (viewwindow);
// Keep the view within the sector's floor and ceiling
// But allow VPSF_ALLOWOUTOFBOUNDS camera viewpoints to go out of bounds when using hardware renderer
bool disembodied = false;
if (viewpoint.camera->ViewPos != NULL) disembodied = viewpoint.camera->ViewPos->Flags & VPSF_ALLOWOUTOFBOUNDS;
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling) && (!disembodied || !V_IsHardwareRenderer()))
if (viewpoint.sector->PortalBlocksMovement(sector_t::ceiling))
{
double theZ = viewpoint.sector->ceilingplane.ZatPoint(viewpoint.Pos) - 4;
if (viewpoint.Pos.Z > theZ)
@ -1018,7 +1004,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
}
}
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor) && (!disembodied || !V_IsHardwareRenderer()))
if (viewpoint.sector->PortalBlocksMovement(sector_t::floor))
{
double theZ = viewpoint.sector->floorplane.ZatPoint(viewpoint.Pos) + 4;
if (viewpoint.Pos.Z < theZ)