summaryrefslogtreecommitdiffstats
path: root/src/graphics/common/camera.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/graphics/common/camera.h')
-rw-r--r--src/graphics/common/camera.h52
1 files changed, 26 insertions, 26 deletions
diff --git a/src/graphics/common/camera.h b/src/graphics/common/camera.h
index 433a458..21ff2c9 100644
--- a/src/graphics/common/camera.h
+++ b/src/graphics/common/camera.h
@@ -94,7 +94,7 @@ public:
bool EventProcess(const Event &event);
- void Init(D3DVECTOR eye, D3DVECTOR lookat, float delay);
+ void Init(Math::Vector eye, Math::Vector lookat, float delay);
void SetObject(CObject* object);
CObject* RetObject();
@@ -117,25 +117,25 @@ public:
void SetRemoteZoom(float value);
float RetRemoteZoom();
- void StartVisit(D3DVECTOR goal, float dist);
+ void StartVisit(Math::Vector goal, float dist);
void StopVisit();
- void RetCamera(D3DVECTOR &eye, D3DVECTOR &lookat);
+ void RetCamera(Math::Vector &eye, Math::Vector &lookat);
bool StartCentering(CObject *object, float angleH, float angleV, float dist, float time);
bool StopCentering(CObject *object, float time);
void AbortCentering();
void FlushEffect();
- void StartEffect(CameraEffect effect, D3DVECTOR pos, float force);
+ void StartEffect(CameraEffect effect, Math::Vector pos, float force);
void FlushOver();
void SetOverBaseColor(D3DCOLORVALUE color);
- void StartOver(OverEffect effect, D3DVECTOR pos, float force);
+ void StartOver(OverEffect effect, Math::Vector pos, float force);
void FixCamera();
- void SetScriptEye(D3DVECTOR eye);
- void SetScriptLookat(D3DVECTOR lookat);
+ void SetScriptEye(Math::Vector eye);
+ void SetScriptLookat(Math::Vector lookat);
void SetEffect(bool bEnable);
void SetCameraScroll(bool bScroll);
@@ -160,15 +160,15 @@ protected:
bool EventFrameVisit(const Event &event);
bool EventFrameScript(const Event &event);
- void SetViewTime(const D3DVECTOR &vEyePt, const D3DVECTOR &vLookatPt, float rTime);
- bool IsCollision(D3DVECTOR &eye, D3DVECTOR lookat);
- bool IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat);
- bool IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat);
+ void SetViewTime(const Math::Vector &vEyePt, const Math::Vector &vLookatPt, float rTime);
+ bool IsCollision(Math::Vector &eye, Math::Vector lookat);
+ bool IsCollisionBack(Math::Vector &eye, Math::Vector lookat);
+ bool IsCollisionFix(Math::Vector &eye, Math::Vector lookat);
- D3DVECTOR ExcludeTerrain(D3DVECTOR eye, D3DVECTOR lookat, float &angleH, float &angleV);
- D3DVECTOR ExcludeObject(D3DVECTOR eye, D3DVECTOR lookat, float &angleH, float &angleV);
+ Math::Vector ExcludeTerrain(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
+ Math::Vector ExcludeObject(Math::Vector eye, Math::Vector lookat, float &angleH, float &angleV);
- void SetViewParams(const D3DVECTOR &eye, const D3DVECTOR &lookat, const D3DVECTOR &up);
+ void SetViewParams(const Math::Vector &eye, const Math::Vector &lookat, const Math::Vector &up);
void EffectFrame(const Event &event);
void OverFrame(const Event &event);
@@ -185,12 +185,12 @@ protected:
float m_eyeDistance; // distance between the eyes
float m_initDelay; // time of initial centering
- D3DVECTOR m_actualEye; // current eye
- D3DVECTOR m_actualLookat; // aim current
- D3DVECTOR m_finalEye; // final eye
- D3DVECTOR m_finalLookat; // aim final
- D3DVECTOR m_normEye; // normal eye
- D3DVECTOR m_normLookat; // aim normal
+ Math::Vector m_actualEye; // current eye
+ Math::Vector m_actualLookat; // aim current
+ Math::Vector m_finalEye; // final eye
+ Math::Vector m_finalLookat; // aim final
+ Math::Vector m_normEye; // normal eye
+ Math::Vector m_normLookat; // aim normal
float m_focus;
bool m_bRightDown;
@@ -198,7 +198,7 @@ protected:
Math::Point m_rightPosCenter;
Math::Point m_rightPosMove;
- D3DVECTOR m_eyePt; // CAMERA_FREE: eye
+ Math::Vector m_eyePt; // CAMERA_FREE: eye
float m_directionH; // CAMERA_FREE: horizontal direction
float m_directionV; // CAMERA_FREE: vertical direction
float m_heightEye; // CAMERA_FREE: height above the ground
@@ -215,7 +215,7 @@ protected:
float m_fixDirectionH; // CAMERA_FIX: direction
float m_fixDirectionV; // CAMERA_FIX: direction
- D3DVECTOR m_visitGoal; // CAMERA_VISIT: target position
+ Math::Vector m_visitGoal; // CAMERA_VISIT: target position
float m_visitDist; // CAMERA_VISIT: distance
float m_visitTime; // CAMERA_VISIT: relative time
CameraType m_visitType; // CAMERA_VISIT: initial type
@@ -244,10 +244,10 @@ protected:
float m_centeringProgress;
CameraEffect m_effectType;
- D3DVECTOR m_effectPos;
+ Math::Vector m_effectPos;
float m_effectForce;
float m_effectProgress;
- D3DVECTOR m_effectOffset;
+ Math::Vector m_effectOffset;
OverEffect m_overType;
float m_overForce;
@@ -258,8 +258,8 @@ protected:
float m_overFadeIn;
float m_overFadeOut;
- D3DVECTOR m_scriptEye;
- D3DVECTOR m_scriptLookat;
+ Math::Vector m_scriptEye;
+ Math::Vector m_scriptLookat;
bool m_bEffect; // shocks if explosion?
bool m_bCameraScroll; // scroll in the edges?