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-rw-r--r--src/object/motion/motionhuman.cpp80
1 files changed, 40 insertions, 40 deletions
diff --git a/src/object/motion/motionhuman.cpp b/src/object/motion/motionhuman.cpp
index bcdf2df..bf4e588 100644
--- a/src/object/motion/motionhuman.cpp
+++ b/src/object/motion/motionhuman.cpp
@@ -105,7 +105,7 @@ Error CMotionHuman::SetAction(int action, float time)
// Creates cosmonaut on the ground.
-bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
+bool CMotionHuman::Create(Math::Vector pos, float angle, ObjectType type,
float power)
{
CModFile* pModFile;
@@ -173,8 +173,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetAngleY(0, angle);
// A vehicle must have an obligatory collision with a sphere of center (0, y, 0) (see GetCrashSphere).
- m_object->CreateCrashSphere(D3DVECTOR(0.0f, 0.0f, 0.0f), 2.0f, SOUND_AIE, 0.20f);
- m_object->SetGlobalSphere(D3DVECTOR(0.0f, 1.0f, 0.0f), 4.0f);
+ m_object->CreateCrashSphere(Math::Vector(0.0f, 0.0f, 0.0f), 2.0f, SOUND_AIE, 0.20f);
+ m_object->SetGlobalSphere(Math::Vector(0.0f, 1.0f, 0.0f), 4.0f);
// Creates the head.
rank = m_engine->CreateObject();
@@ -203,11 +203,11 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human2t.mod");
}
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(1, D3DVECTOR(0.0f, 2.7f, 0.0f));
+ m_object->SetPosition(1, Math::Vector(0.0f, 2.7f, 0.0f));
if ( option == 1 || // head without helmet?
option == 2 ) // without a backpack?
{
- m_object->SetZoom(1, D3DVECTOR(1.0f, 1.05f, 1.0f));
+ m_object->SetZoom(1, Math::Vector(1.0f, 1.05f, 1.0f));
}
// Creates the glasses.
@@ -230,8 +230,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(2, 0);
pModFile->ReadModel("objects\\human3.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(2, D3DVECTOR(0.0f, 2.3f, -1.2f));
- m_object->SetAngle(2, D3DVECTOR(90.0f*Math::PI/180.0f, 90.0f*Math::PI/180.0f, -50.0f*Math::PI/180.0f));
+ m_object->SetPosition(2, Math::Vector(0.0f, 2.3f, -1.2f));
+ m_object->SetAngle(2, Math::Vector(90.0f*Math::PI/180.0f, 90.0f*Math::PI/180.0f, -50.0f*Math::PI/180.0f));
// Creates the right forearm.
rank = m_engine->CreateObject();
@@ -240,8 +240,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(3, 2);
pModFile->ReadModel("objects\\human4r.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(3, D3DVECTOR(1.3f, 0.0f, 0.0f));
- m_object->SetAngle(3, D3DVECTOR(0.0f*Math::PI/180.0f, -20.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f));
+ m_object->SetPosition(3, Math::Vector(1.3f, 0.0f, 0.0f));
+ m_object->SetAngle(3, Math::Vector(0.0f*Math::PI/180.0f, -20.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f));
// Creates right hand.
rank = m_engine->CreateObject();
@@ -250,7 +250,7 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(4, 3);
pModFile->ReadModel("objects\\human5.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(4, D3DVECTOR(1.2f, 0.0f, 0.0f));
+ m_object->SetPosition(4, Math::Vector(1.2f, 0.0f, 0.0f));
// Creates the right thigh.
rank = m_engine->CreateObject();
@@ -259,8 +259,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(5, 0);
pModFile->ReadModel("objects\\human6.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(5, D3DVECTOR(0.0f, 0.0f, -0.7f));
- m_object->SetAngle(5, D3DVECTOR(10.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
+ m_object->SetPosition(5, Math::Vector(0.0f, 0.0f, -0.7f));
+ m_object->SetAngle(5, Math::Vector(10.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
// Creates the right leg.
rank = m_engine->CreateObject();
@@ -269,8 +269,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(6, 5);
pModFile->ReadModel("objects\\human7.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(6, D3DVECTOR(0.0f, -1.5f, 0.0f));
- m_object->SetAngle(6, D3DVECTOR(0.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, -10.0f*Math::PI/180.0f));
+ m_object->SetPosition(6, Math::Vector(0.0f, -1.5f, 0.0f));
+ m_object->SetAngle(6, Math::Vector(0.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, -10.0f*Math::PI/180.0f));
// Creates the right foot.
rank = m_engine->CreateObject();
@@ -279,8 +279,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(7, 6);
pModFile->ReadModel("objects\\human8.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(7, D3DVECTOR(0.0f, -1.5f, 0.0f));
- m_object->SetAngle(7, D3DVECTOR(-10.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
+ m_object->SetPosition(7, Math::Vector(0.0f, -1.5f, 0.0f));
+ m_object->SetAngle(7, Math::Vector(-10.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
// Creates the left arm.
rank = m_engine->CreateObject();
@@ -290,8 +290,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human3.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(8, D3DVECTOR(0.0f, 2.3f, 1.2f));
- m_object->SetAngle(8, D3DVECTOR(-90.0f*Math::PI/180.0f, -90.0f*Math::PI/180.0f, -50.0f*Math::PI/180.0f));
+ m_object->SetPosition(8, Math::Vector(0.0f, 2.3f, 1.2f));
+ m_object->SetAngle(8, Math::Vector(-90.0f*Math::PI/180.0f, -90.0f*Math::PI/180.0f, -50.0f*Math::PI/180.0f));
// Creates the left forearm.
rank = m_engine->CreateObject();
@@ -301,8 +301,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human4l.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(9, D3DVECTOR(1.3f, 0.0f, 0.0f));
- m_object->SetAngle(9, D3DVECTOR(0.0f*Math::PI/180.0f, 20.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f));
+ m_object->SetPosition(9, Math::Vector(1.3f, 0.0f, 0.0f));
+ m_object->SetAngle(9, Math::Vector(0.0f*Math::PI/180.0f, 20.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f));
// Creates left hand.
rank = m_engine->CreateObject();
@@ -312,7 +312,7 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human5.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(10, D3DVECTOR(1.2f, 0.0f, 0.0f));
+ m_object->SetPosition(10, Math::Vector(1.2f, 0.0f, 0.0f));
// Creates the left thigh.
rank = m_engine->CreateObject();
@@ -322,8 +322,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human6.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(11, D3DVECTOR(0.0f, 0.0f, 0.7f));
- m_object->SetAngle(11, D3DVECTOR(-10.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
+ m_object->SetPosition(11, Math::Vector(0.0f, 0.0f, 0.7f));
+ m_object->SetAngle(11, Math::Vector(-10.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
// Creates the left leg.
rank = m_engine->CreateObject();
@@ -333,8 +333,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human7.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(12, D3DVECTOR(0.0f, -1.5f, 0.0f));
- m_object->SetAngle(12, D3DVECTOR(0.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, -10.0f*Math::PI/180.0f));
+ m_object->SetPosition(12, Math::Vector(0.0f, -1.5f, 0.0f));
+ m_object->SetAngle(12, Math::Vector(0.0f*Math::PI/180.0f, 0.0f*Math::PI/180.0f, -10.0f*Math::PI/180.0f));
// Creates the left foot.
rank = m_engine->CreateObject();
@@ -344,8 +344,8 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->ReadModel("objects\\human8.mod");
pModFile->Mirror();
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(13, D3DVECTOR(0.0f, -1.5f, 0.0f));
- m_object->SetAngle(13, D3DVECTOR(10.0f*Math::PI/180.0f, -5.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
+ m_object->SetPosition(13, Math::Vector(0.0f, -1.5f, 0.0f));
+ m_object->SetAngle(13, Math::Vector(10.0f*Math::PI/180.0f, -5.0f*Math::PI/180.0f, 5.0f*Math::PI/180.0f));
// Creates the neutron gun.
if ( option != 2 ) // with backpack?
@@ -356,7 +356,7 @@ bool CMotionHuman::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetObjectParent(14, 0);
pModFile->ReadModel("objects\\human9.mod");
pModFile->CreateEngineObject(rank);
- m_object->SetPosition(14, D3DVECTOR(-1.5f, 0.3f, -1.35f));
+ m_object->SetPosition(14, Math::Vector(-1.5f, 0.3f, -1.35f));
m_object->SetAngleZ(14, Math::PI);
}
@@ -717,8 +717,8 @@ bool CMotionHuman::EventProcess(const Event &event)
bool CMotionHuman::EventFrame(const Event &event)
{
- D3DMATRIX* mat;
- D3DVECTOR dir, actual, pos, speed, pf;
+ Math::Matrix* mat;
+ Math::Vector dir, actual, pos, speed, pf;
Math::Point center, dim, p2;
float s, a, prog, rTime[2], lTime[2], time, rot, hr, hl;
float al, ar, af;
@@ -749,13 +749,13 @@ bool CMotionHuman::EventFrame(const Event &event)
if ( m_bDisplayPerso && m_main->RetGamerOnlyHead() )
{
m_time += event.rTime;
- m_object->SetLinVibration(D3DVECTOR(0.0f, -0.55f, 0.0f));
- m_object->SetCirVibration(D3DVECTOR(0.0f, m_main->RetPersoAngle(), 0.0f));
+ m_object->SetLinVibration(Math::Vector(0.0f, -0.55f, 0.0f));
+ m_object->SetCirVibration(Math::Vector(0.0f, m_main->RetPersoAngle(), 0.0f));
return true;
}
if ( m_bDisplayPerso )
{
- m_object->SetCirVibration(D3DVECTOR(0.0f, m_main->RetPersoAngle()+0.2f, 0.0f));
+ m_object->SetCirVibration(Math::Vector(0.0f, m_main->RetPersoAngle()+0.2f, 0.0f));
}
shield = m_object->RetShield();
@@ -1322,7 +1322,7 @@ bool CMotionHuman::EventFrame(const Event &event)
pos.x += (Math::Rand()-0.5f)*4.0f;
pos.z += (Math::Rand()-0.5f)*4.0f;
m_terrain->MoveOnFloor(pos);
- speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ speed = Math::Vector(0.0f, 0.0f, 0.0f);
dim.x = 1.2f+Math::Rand()*1.2f;
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f);
@@ -1392,7 +1392,7 @@ bool CMotionHuman::EventFrame(const Event &event)
pos.x += (Math::Rand()-0.5f)*8.0f;
pos.z += (Math::Rand()-0.5f)*8.0f;
m_terrain->MoveOnFloor(pos);
- speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ speed = Math::Vector(0.0f, 0.0f, 0.0f);
dim.x = 2.0f+Math::Rand()*1.5f;
dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f, 0.0f, 0.0f);
@@ -1488,7 +1488,7 @@ bool CMotionHuman::EventFrame(const Event &event)
dir.z = Math::Smooth(actual.z, dir.z, time);
m_object->SetInclinaison(dir);
- m_object->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
+ m_object->SetCirVibration(Math::Vector(0.0f, 0.0f, 0.0f));
}
else if ( m_actionType == MHS_LOST ) // lost?
{
@@ -1510,7 +1510,7 @@ bool CMotionHuman::EventFrame(const Event &event)
SetLinVibration(dir);
mat = m_object->RetWorldMatrix(0);
- pos = D3DVECTOR(0.5f, 3.7f, 0.0f);
+ pos = Math::Vector(0.5f, 3.7f, 0.0f);
pos.x += (Math::Rand()-0.5f)*1.0f;
pos.y += (Math::Rand()-0.5f)*1.0f;
pos.z += (Math::Rand()-0.5f)*1.0f;
@@ -1524,9 +1524,9 @@ bool CMotionHuman::EventFrame(const Event &event)
}
else if ( m_actionType == MHS_SATCOM ) // look at the SatCom?
{
- SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
- SetLinVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
- SetInclinaison(D3DVECTOR(0.0f, 0.0f, 0.0f));
+ SetCirVibration(Math::Vector(0.0f, 0.0f, 0.0f));
+ SetLinVibration(Math::Vector(0.0f, 0.0f, 0.0f));
+ SetInclinaison(Math::Vector(0.0f, 0.0f, 0.0f));
}
else
{