- disable implicit conversions from float to TAngle
This commit is contained in:
parent
8468f712e0
commit
f0fbdba593
66 changed files with 425 additions and 374 deletions
|
|
@ -130,7 +130,7 @@ FRenderViewpoint::FRenderViewpoint()
|
|||
player = nullptr;
|
||||
Pos = { 0.0, 0.0, 0.0 };
|
||||
ActorPos = { 0.0, 0.0, 0.0 };
|
||||
Angles = { 0.0, 0.0, 0.0 };
|
||||
Angles = { nullAngle, nullAngle, nullAngle };
|
||||
Path[0] = { 0.0, 0.0, 0.0 };
|
||||
Path[1] = { 0.0, 0.0, 0.0 };
|
||||
Cos = 0.0;
|
||||
|
|
@ -139,7 +139,7 @@ FRenderViewpoint::FRenderViewpoint()
|
|||
TanSin = 0.0;
|
||||
camera = nullptr;
|
||||
sector = nullptr;
|
||||
FieldOfView = 90.; // Angles in the SCREENWIDTH wide window
|
||||
FieldOfView = DAngle::fromDeg(90.); // Angles in the SCREENWIDTH wide window
|
||||
TicFrac = 0.0;
|
||||
FrameTime = 0;
|
||||
extralight = 0;
|
||||
|
|
@ -180,8 +180,8 @@ DEFINE_GLOBAL(LocalViewPitch);
|
|||
void R_SetFOV (FRenderViewpoint &viewpoint, DAngle fov)
|
||||
{
|
||||
|
||||
if (fov < 5.) fov = 5.;
|
||||
else if (fov > 170.) fov = 170.;
|
||||
if (fov < 5.) fov = DAngle::fromDeg(5.);
|
||||
else if (fov > 170.) fov = DAngle::fromDeg(170.);
|
||||
if (fov != viewpoint.FieldOfView)
|
||||
{
|
||||
viewpoint.FieldOfView = fov;
|
||||
|
|
@ -263,7 +263,7 @@ void R_SetWindow (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, int wind
|
|||
if (viewwindow.centerxwide != viewwindow.centerx)
|
||||
{ // centerxwide is what centerx would be if the display was not widescreen
|
||||
fov = DAngle::ToDegrees(2 * atan(viewwindow.centerx * tan(fov.Radians()/2) / double(viewwindow.centerxwide)));
|
||||
if (fov > 170.) fov = 170.;
|
||||
if (fov > 170.) fov = DAngle::fromDeg(170.);
|
||||
}
|
||||
viewwindow.FocalTangent = tan(fov.Radians() / 2);
|
||||
}
|
||||
|
|
@ -454,12 +454,12 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
|
|||
double pathlen = 0;
|
||||
double zdiff = 0;
|
||||
double totalzdiff = 0;
|
||||
DAngle adiff = 0.;
|
||||
DAngle totaladiff = 0.;
|
||||
DAngle adiff = nullAngle;
|
||||
DAngle totaladiff = nullAngle;
|
||||
double oviewz = iview->Old.Pos.Z;
|
||||
double nviewz = iview->New.Pos.Z;
|
||||
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, 0. };
|
||||
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, 0. };
|
||||
DVector3a oldpos = { { iview->Old.Pos.X, iview->Old.Pos.Y, 0 }, nullAngle };
|
||||
DVector3a newpos = { { iview->New.Pos.X, iview->New.Pos.Y, 0 }, nullAngle };
|
||||
InterpolationPath.Push(newpos); // add this to the array to simplify the loops below
|
||||
|
||||
for (unsigned i = 0; i < InterpolationPath.Size(); i += 2)
|
||||
|
|
@ -527,8 +527,8 @@ void R_InterpolateView (FRenderViewpoint &viewpoint, player_t *player, double Fr
|
|||
(!netgame || !cl_noprediction) &&
|
||||
!LocalKeyboardTurner)
|
||||
{
|
||||
viewpoint.Angles.Yaw = (nviewangle + AngleToFloat(LocalViewAngle & 0xFFFF0000)).Normalized180();
|
||||
DAngle delta = player->centering ? DAngle(0.) : AngleToFloat(int(LocalViewPitch & 0xFFFF0000));
|
||||
viewpoint.Angles.Yaw = (nviewangle + DAngle::fromBam(LocalViewAngle & 0xFFFF0000)).Normalized180();
|
||||
DAngle delta = player->centering ? nullAngle : DAngle::fromBam(int(LocalViewPitch & 0xFFFF0000));
|
||||
viewpoint.Angles.Pitch = clamp<DAngle>((iview->New.Angles.Pitch - delta).Normalized180(), player->MinPitch, player->MaxPitch);
|
||||
viewpoint.Angles.Roll = iview->New.Angles.Roll.Normalized180();
|
||||
}
|
||||
|
|
@ -599,7 +599,7 @@ void FRenderViewpoint::SetViewAngle (const FViewWindow &viewwindow)
|
|||
DVector2 v = Angles.Yaw.ToVector();
|
||||
ViewVector.X = v.X;
|
||||
ViewVector.Y = v.Y;
|
||||
HWAngles.Yaw = float(270.0 - Angles.Yaw.Degrees);
|
||||
HWAngles.Yaw = FAngle::fromDeg(270.0 - Angles.Yaw.Degrees);
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -958,7 +958,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
DVector3 pos; pos.Zero();
|
||||
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
|
||||
{
|
||||
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
|
||||
viewpoint.Angles.Roll += DAngle::fromDeg(QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave));
|
||||
}
|
||||
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
|
||||
{
|
||||
|
|
@ -1115,7 +1115,7 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
|
|||
double angx = cos(radPitch);
|
||||
double angy = sin(radPitch) * actor->Level->info->pixelstretch;
|
||||
double alen = sqrt(angx*angx + angy*angy);
|
||||
viewpoint.HWAngles.Pitch = RAD2DEG((float)asin(angy / alen));
|
||||
viewpoint.HWAngles.Pitch = FAngle::fromRad((float)asin(angy / alen));
|
||||
|
||||
viewpoint.HWAngles.Roll.Degrees = (float)viewpoint.Angles.Roll.Degrees; // copied for convenience.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue