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-rw-r--r--src/physics/physics.h52
1 files changed, 26 insertions, 26 deletions
diff --git a/src/physics/physics.h b/src/physics/physics.h
index 584ebc4..cb6b500 100644
--- a/src/physics/physics.h
+++ b/src/physics/physics.h
@@ -62,23 +62,23 @@ enum PhysicsMode
struct Motion
{
- D3DVECTOR advanceAccel; // acceleration starting (+)
- D3DVECTOR recedeAccel; // acceleration starting (+)
- D3DVECTOR stopAccel; // acceleration stoping (+)
- D3DVECTOR motorAccel; // current acceleration (+/-)
+ Math::Vector advanceAccel; // acceleration starting (+)
+ Math::Vector recedeAccel; // acceleration starting (+)
+ Math::Vector stopAccel; // acceleration stoping (+)
+ Math::Vector motorAccel; // current acceleration (+/-)
- D3DVECTOR advanceSpeed; // forward speed (+)
- D3DVECTOR recedeSpeed; // reversing speed (+)
- D3DVECTOR motorSpeed; // desired speed (+/-)
- D3DVECTOR currentSpeed; // current speed (+/-)
+ Math::Vector advanceSpeed; // forward speed (+)
+ Math::Vector recedeSpeed; // reversing speed (+)
+ Math::Vector motorSpeed; // desired speed (+/-)
+ Math::Vector currentSpeed; // current speed (+/-)
- D3DVECTOR terrainForce; // power of resistance of the ground (+)
- D3DVECTOR terrainSpeed; // speed of the ground (+/-)
- D3DVECTOR terrainSlide; // limit sliding speed (+)
+ Math::Vector terrainForce; // power of resistance of the ground (+)
+ Math::Vector terrainSpeed; // speed of the ground (+/-)
+ Math::Vector terrainSlide; // limit sliding speed (+)
- D3DVECTOR realSpeed; // real speed(+/-)
+ Math::Vector realSpeed; // real speed(+/-)
- D3DVECTOR finalInclin; // final inclination
+ Math::Vector finalInclin; // final inclination
};
@@ -108,8 +108,8 @@ public:
float RetFloorHeight();
- void SetLinMotion(PhysicsMode mode, D3DVECTOR value);
- D3DVECTOR RetLinMotion(PhysicsMode mode);
+ void SetLinMotion(PhysicsMode mode, Math::Vector value);
+ Math::Vector RetLinMotion(PhysicsMode mode);
void SetLinMotionX(PhysicsMode mode, float value);
void SetLinMotionY(PhysicsMode mode, float value);
void SetLinMotionZ(PhysicsMode mode, float value);
@@ -117,8 +117,8 @@ public:
float RetLinMotionY(PhysicsMode mode);
float RetLinMotionZ(PhysicsMode mode);
- void SetCirMotion(PhysicsMode mode, D3DVECTOR value);
- D3DVECTOR RetCirMotion(PhysicsMode mode);
+ void SetCirMotion(PhysicsMode mode, Math::Vector value);
+ Math::Vector RetCirMotion(PhysicsMode mode);
void SetCirMotionX(PhysicsMode mode, float value);
void SetCirMotionY(PhysicsMode mode, float value);
void SetCirMotionZ(PhysicsMode mode, float value);
@@ -145,11 +145,11 @@ public:
void SetReactorRange(float range);
float RetReactorRange();
- void SetMotorSpeed(D3DVECTOR speed);
+ void SetMotorSpeed(Math::Vector speed);
void SetMotorSpeedX(float speed);
void SetMotorSpeedY(float speed);
void SetMotorSpeedZ(float speed);
- D3DVECTOR RetMotorSpeed();
+ Math::Vector RetMotorSpeed();
float RetMotorSpeedX();
float RetMotorSpeedY();
float RetMotorSpeedZ();
@@ -170,10 +170,10 @@ protected:
void MotorUpdate(float aTime, float rTime);
void EffectUpdate(float aTime, float rTime);
void UpdateMotionStruct(float rTime, Motion &motion);
- void FloorAdapt(float aTime, float rTime, D3DVECTOR &pos, D3DVECTOR &angle);
- void FloorAngle(const D3DVECTOR &pos, D3DVECTOR &angle);
- int ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle);
- bool JostleObject(CObject* pObj, D3DVECTOR iPos, float iRad, D3DVECTOR oPos, float oRad);
+ void FloorAdapt(float aTime, float rTime, Math::Vector &pos, Math::Vector &angle);
+ void FloorAngle(const Math::Vector &pos, Math::Vector &angle);
+ int ObjectAdapt(const Math::Vector &pos, const Math::Vector &angle);
+ bool JostleObject(CObject* pObj, Math::Vector iPos, float iRad, Math::Vector oPos, float oRad);
bool JostleObject(CObject* pObj, float force);
bool ExploOther(ObjectType iType, CObject *pObj, ObjectType oType, float force);
int ExploHimself(ObjectType iType, ObjectType oType, float force);
@@ -181,7 +181,7 @@ protected:
void PowerParticule(float factor, bool bBreak);
void CrashParticule(float crash);
void MotorParticule(float aTime, float rTime);
- void WaterParticule(float aTime, D3DVECTOR pos, ObjectType type, float floor, float advance, float turn);
+ void WaterParticule(float aTime, Math::Vector pos, ObjectType type, float floor, float advance, float turn);
void WheelParticule(int color, float width);
protected:
@@ -200,7 +200,7 @@ protected:
PhysicsType m_type; // TYPE_*
float m_gravity; // force of gravity
float m_time; // absolute time
- D3DVECTOR m_motorSpeed; // motor speed (-1..1)
+ Math::Vector m_motorSpeed; // motor speed (-1..1)
Motion m_linMotion; // linear motion
Motion m_cirMotion; // circular motion
bool m_bMotor;
@@ -221,7 +221,7 @@ protected:
float m_lastPloufParticule;
float m_lastFlameParticule;
bool m_bWheelParticuleBrake;
- D3DVECTOR m_wheelParticulePos[2];
+ Math::Vector m_wheelParticulePos[2];
float m_absorbWater;
float m_reactorTemperature;
float m_reactorRange;