[ deng-Bugs-2774902 ] Automap: Rotation angle smoothing

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[ deng-Bugs-2774902 ] Automap: Rotation angle smoothing

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Bugs item #2774902, was opened at 2009-04-19 20:40
Message generated for change (Settings changed) made by danij
You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=542099&aid=2774902&group_id=74815

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Category: Gameplay
Group: v1.9.0-beta6
Status: Open
>Resolution: Fixed
Priority: 5
Private: No
Submitted By: Vermil (vermil)
>Assigned to: Daniel Swanson (danij)
Summary: Automap: Rotation angle smoothing

Initial Comment:
Beta6.1.

If you do a 360 spin on the map, the map will very often suddenly quickly rotate back to zero degrees the opposite way than you were spinning when you reach about 359 degrees.

As in the map and player arrow rotate the same way the player is turning from 0 through 359 degrees, then seem to turn the opposite way very quickly (but it's still highly noticeable) to get from 359 degrees to 0/360 degrees. Seemingly about half the time.

This affects all games.

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>Comment By: Daniel Swanson (danij)
Date: 2009-11-09 13:22

Message:
Fixed for 1.9.0-beta6.8

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Comment By: Daniel Swanson (danij)
Date: 2009-05-02 10:32

Message:
That is kind of what is happening atm when the angle wraps.

In fact, I'm actually wondering whether we should be extrapolating rather
than interpolating given the way the player angles are updated in response
to mouse/joystick axis deltas (i.e., they can trail, given axis delta
smoothing).

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Comment By: Jaakko Keranen (skyjake)
Date: 2009-05-02 10:01

Message:
I'm guessing the map angle is trying to follow the player mobj angle, and
when the 0xffffffff <-> 0 jump occurs, it chooses the wrong direction to
interpolate to the target. One fix could be to just check which is the
shorter way to the destination angle, taking into account the discontinuity
of the angle values. (Basically comparing against both directions for the
turn and choosing the shorter one.)

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Comment By: Daniel Swanson (danij)
Date: 2009-05-02 09:37

Message:
I'm not entirely sure which type of interpolation should be used for this,
any suggestions skyjake?

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You can respond by visiting:
https://sourceforge.net/tracker/?func=detail&atid=542099&aid=2774902&group_id=74815

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