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Merge remote-tracking branch 'remotes/origin/master' into new_level_r…

…efactor
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coelckers committed Feb 9, 2019
2 parents a5feff7 + 1b97bae commit 8a281342546bce6efa4df55b1c1297ba8bce4bbf
Showing with 27 additions and 15 deletions.
  1. +1 −1 .appveyor.yml
  2. +4 −4 .travis.yml
  3. +22 −10 src/r_utility.cpp
@@ -33,7 +33,7 @@ build_script:
- md build
- cd build
- cmake -G "%GENERATOR%" -T "%TOOLSET%" -DPK3_QUIET_ZIPDIR=YES ..
- cmake --build . --config "%CONFIGURATION%" -- /verbosity:minimal
- cmake --build . --config "%CONFIGURATION%" -- -maxcpucount -verbosity:minimal

after_build:
- set OUTPUT_DIR=%APPVEYOR_BUILD_FOLDER%\build\%CONFIGURATION%\
@@ -108,11 +108,11 @@ matrix:

- os: windows
env:
- CMAKE_OPTIONS="-DCMAKE_BUILD_TYPE=Release -A Win32"
- CMAKE_OPTIONS="-A Win32"

- os: windows
env:
- CMAKE_OPTIONS="-DCMAKE_BUILD_TYPE=Release -A x64"
- CMAKE_OPTIONS="-A x64"

before_install:
- if [ -n "$GCC_VERSION" ]; then export CC="gcc-${GCC_VERSION}" CXX="g++-${GCC_VERSION}"; fi
@@ -132,8 +132,8 @@ script:
-DFORCE_INTERNAL_GME=YES \
-DPK3_QUIET_ZIPDIR=YES \
..
- if [[ $TRAVIS_OS_NAME == 'windows' ]]; then cmake --build . -- -m; fi
- if [[ $TRAVIS_OS_NAME != 'windows' ]]; then cmake --build . -- -j2 -k; fi
- if [[ $TRAVIS_OS_NAME == 'windows' ]]; then cmake --build . --config Release -- -maxcpucount -verbosity:minimal; fi
- if [[ $TRAVIS_OS_NAME != 'windows' ]]; then cmake --build . -- --jobs=2 --keep-going; fi

notifications:
email: false
@@ -858,29 +858,41 @@ void R_SetupFrame (FRenderViewpoint &viewpoint, FViewWindow &viewwindow, AActor
if (DEarthquake::StaticGetQuakeIntensities(viewpoint.TicFrac, viewpoint.camera, jiggers) > 0)
{
double quakefactor = r_quakeintensity;
DAngle an;

DVector3 pos; pos.Zero();
if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
{
viewpoint.Angles.Roll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
}
if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
{
an = viewpoint.camera->Angles.Yaw;
double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
viewpoint.Pos += an.ToVector(power);
pos.X += QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
}
if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
{
an = viewpoint.camera->Angles.Yaw + 90;
double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
viewpoint.Pos += an.ToVector(power);
pos.Y += QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
}
// FIXME: Relative Z is not relative
if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
{
viewpoint.Pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
pos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
}
// [MC] Tremendous thanks to Marisa Kirisame for helping me with this.
// Use a rotation matrix to make the view relative.
if (!pos.isZero())
{
DAngle yaw = viewpoint.camera->Angles.Yaw;
DAngle pitch = viewpoint.camera->Angles.Pitch;
DAngle roll = viewpoint.camera->Angles.Roll;
DVector3 relx, rely, relz;
DMatrix3x3 rot =
DMatrix3x3(DVector3(0., 0., 1.), yaw.Cos(), yaw.Sin()) *
DMatrix3x3(DVector3(0., 1., 0.), pitch.Cos(), pitch.Sin()) *
DMatrix3x3(DVector3(1., 0., 0.), roll.Cos(), roll.Sin());
relx = DVector3(1., 0., 0.)*rot;
rely = DVector3(0., 1., 0.)*rot;
relz = DVector3(0., 0., 1.)*rot;
viewpoint.Pos += relx * pos.X + rely * pos.Y + relz * pos.Z;
}

if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
{
viewpoint.Pos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);

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