From 9f784e81f81651bed087902f9f3afee113e56148 Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Tue, 19 Jun 2012 20:11:47 +0200 Subject: Switched to new implementation of the rest of math module - changed structs from D3DVECTOR to Math::Vector and from D3DMATRIX to Math::Matrix - changed functions to new Math namespace functions - moved mainmovie module from graphics to object - added Get and Set to Math::Matrix --- src/graphics/common/terrain.h | 56 +++++++++++++++++++++---------------------- 1 file changed, 28 insertions(+), 28 deletions(-) (limited to 'src/graphics/common/terrain.h') diff --git a/src/graphics/common/terrain.h b/src/graphics/common/terrain.h index dd04377..d41cd15 100644 --- a/src/graphics/common/terrain.h +++ b/src/graphics/common/terrain.h @@ -50,7 +50,7 @@ const int MAXBUILDINGLEVEL = 100; struct BuildingLevel { - D3DVECTOR center; + Math::Vector center; float factor; float min; float max; @@ -85,7 +85,7 @@ const int MAXFLYINGLIMIT = 10; struct FlyingLimit { - D3DVECTOR center; + Math::Vector center; float extRadius; float intRadius; float maxHeight; @@ -104,52 +104,52 @@ public: void LevelFlush(); bool LevelMaterial(int id, char* baseName, float u, float v, int up, int right, int down, int left, float hardness); bool LevelInit(int id); - bool LevelGenerate(int *id, float min, float max, float slope, float freq, D3DVECTOR center, float radius); + bool LevelGenerate(int *id, float min, float max, float slope, float freq, Math::Vector center, float radius); void FlushRelief(); bool ReliefFromBMP(const char* filename, float scaleRelief, bool adjustBorder); bool ReliefFromDXF(const char* filename, float scaleRelief); bool ResFromBMP(const char* filename); bool CreateObjects(bool bMultiRes); - bool Terraform(const D3DVECTOR &p1, const D3DVECTOR &p2, float height); + bool Terraform(const Math::Vector &p1, const Math::Vector &p2, float height); - void SetWind(D3DVECTOR speed); - D3DVECTOR RetWind(); + void SetWind(Math::Vector speed); + Math::Vector RetWind(); - float RetFineSlope(const D3DVECTOR &pos); - float RetCoarseSlope(const D3DVECTOR &pos); - bool GetNormal(D3DVECTOR &n, const D3DVECTOR &p); - float RetFloorLevel(const D3DVECTOR &p, bool bBrut=false, bool bWater=false); - float RetFloorHeight(const D3DVECTOR &p, bool bBrut=false, bool bWater=false); - bool MoveOnFloor(D3DVECTOR &p, bool bBrut=false, bool bWater=false); - bool ValidPosition(D3DVECTOR &p, float marging); - TerrainRes RetResource(const D3DVECTOR &p); - void LimitPos(D3DVECTOR &pos); + float RetFineSlope(const Math::Vector &pos); + float RetCoarseSlope(const Math::Vector &pos); + bool GetNormal(Math::Vector &n, const Math::Vector &p); + float RetFloorLevel(const Math::Vector &p, bool bBrut=false, bool bWater=false); + float RetFloorHeight(const Math::Vector &p, bool bBrut=false, bool bWater=false); + bool MoveOnFloor(Math::Vector &p, bool bBrut=false, bool bWater=false); + bool ValidPosition(Math::Vector &p, float marging); + TerrainRes RetResource(const Math::Vector &p); + void LimitPos(Math::Vector &pos); void FlushBuildingLevel(); - bool AddBuildingLevel(D3DVECTOR center, float min, float max, float height, float factor); - bool UpdateBuildingLevel(D3DVECTOR center); - bool DeleteBuildingLevel(D3DVECTOR center); - float RetBuildingFactor(const D3DVECTOR &p); - float RetHardness(const D3DVECTOR &p); + bool AddBuildingLevel(Math::Vector center, float min, float max, float height, float factor); + bool UpdateBuildingLevel(Math::Vector center); + bool DeleteBuildingLevel(Math::Vector center); + float RetBuildingFactor(const Math::Vector &p); + float RetHardness(const Math::Vector &p); int RetMosaic(); int RetBrick(); float RetSize(); float RetScaleRelief(); - void GroundFlat(D3DVECTOR pos); - float RetFlatZoneRadius(D3DVECTOR center, float max); + void GroundFlat(Math::Vector pos); + float RetFlatZoneRadius(Math::Vector center, float max); void SetFlyingMaxHeight(float height); float RetFlyingMaxHeight(); void FlushFlyingLimit(); - bool AddFlyingLimit(D3DVECTOR center, float extRadius, float intRadius, float maxHeight); - float RetFlyingLimit(D3DVECTOR pos, bool bNoLimit); + bool AddFlyingLimit(Math::Vector center, float extRadius, float intRadius, float maxHeight); + float RetFlyingLimit(Math::Vector pos, bool bNoLimit); protected: - bool ReliefAddDot(D3DVECTOR pos, float scaleRelief); + bool ReliefAddDot(Math::Vector pos, float scaleRelief); void AdjustRelief(); - D3DVECTOR RetVector(int x, int y); + Math::Vector RetVector(int x, int y); D3DVERTEX2 RetVertex(int x, int y, int step); bool CreateMosaic(int ox, int oy, int step, int objRank, const D3DMATERIAL7 &mat, float min, float max); bool CreateSquare(bool bMultiRes, int x, int y); @@ -165,7 +165,7 @@ protected: void LevelOpenTable(); void LevelCloseTable(); - void AdjustBuildingLevel(D3DVECTOR &p); + void AdjustBuildingLevel(Math::Vector &p); protected: CInstanceManager* m_iMan; @@ -200,7 +200,7 @@ protected: BuildingLevel m_buildingTable[MAXBUILDINGLEVEL]; unsigned char* m_resources; - D3DVECTOR m_wind; // wind speed + Math::Vector m_wind; // wind speed float m_flyingMaxHeight; int m_flyingLimitTotal; -- cgit v1.2.3-1-g7c22