From 697fbdabf10d956e0f13bfbc9414d3db40f0c535 Mon Sep 17 00:00:00 2001 From: Piotr Dziwinski Date: Sun, 10 Jun 2012 15:28:12 +0200 Subject: BOOL -> bool; additional fixes in constructors/destructors --- src/math/old/math3d.cpp | 58 ++++++++++++++++++++++++------------------------- 1 file changed, 29 insertions(+), 29 deletions(-) (limited to 'src/math/old/math3d.cpp') diff --git a/src/math/old/math3d.cpp b/src/math/old/math3d.cpp index 368cd5e..ad380af 100644 --- a/src/math/old/math3d.cpp +++ b/src/math/old/math3d.cpp @@ -31,9 +31,9 @@ -// Returns TRUE if two numbers are nearly equal. +// Returns true if two numbers are nearly equal. -BOOL IsEqual(float a, float b) +bool IsEqual(float a, float b) { return Abs(a-b) < CHOUIA; } @@ -164,7 +164,7 @@ float NormAngle(float angle) // Test if a angle is between two terminals. -BOOL TestAngle(float angle, float min, float max) +bool TestAngle(float angle, float min, float max) { angle = NormAngle(angle); min = NormAngle(min); @@ -364,14 +364,14 @@ D3DVECTOR SegmentDist(const D3DVECTOR &p1, const D3DVECTOR &p2, float dist) // Check if a point is inside a triangle. -BOOL IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p) +bool IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p) { float n, m; - if ( p.x < a.x && p.x < b.x && p.x < c.x ) return FALSE; - if ( p.x > a.x && p.x > b.x && p.x > c.x ) return FALSE; - if ( p.y < a.y && p.y < b.y && p.y < c.y ) return FALSE; - if ( p.y > a.y && p.y > b.y && p.y > c.y ) return FALSE; + if ( p.x < a.x && p.x < b.x && p.x < c.x ) return false; + if ( p.x > a.x && p.x > b.x && p.x > c.x ) return false; + if ( p.y < a.y && p.y < b.y && p.y < c.y ) return false; + if ( p.y > a.y && p.y > b.y && p.y > c.y ) return false; if ( a.x > b.x ) Swap(a,b); if ( a.x > c.x ) Swap(a,c); @@ -380,18 +380,18 @@ BOOL IsInsideTriangle(FPOINT a, FPOINT b, FPOINT c, FPOINT p) n = MidPoint(a, b, p.x); m = MidPoint(a, c, p.x); - if ( (n>p.y||p.y>m) && (np.y||p.y>m) && (np.y||p.y>m) && (np.y||p.y>m) && (n= 100 ) break; } @@ -729,20 +729,20 @@ void SmoothObject(D3DVERTEX2* pVertices, int nb) // Calculates the parameters a and b of the segment passing // through the points p1 and p2, knowing that: // f(x) = ax+b -// Returns FALSE if the line is vertical. +// Returns false if the line is vertical. -BOOL LineFunction(FPOINT p1, FPOINT p2, float &a, float &b) +bool LineFunction(FPOINT p1, FPOINT p2, float &a, float &b) { if ( D3DMath_IsZero(p1.x-p2.x) ) { a = g_HUGE; // infinite slope! b = p2.x; - return FALSE; + return false; } a = (p2.y-p1.y)/(p2.x-p1.x); b = p2.y - p2.x*a; - return TRUE; + return true; } @@ -766,7 +766,7 @@ float DistancePlanPoint(const D3DVECTOR &a, const D3DVECTOR &b, // Check if two planes defined by 3 points are part of the same plan. -BOOL IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2) +bool IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2) { D3DVECTOR n1, n2; float dist; @@ -776,12 +776,12 @@ BOOL IsSamePlane(D3DVECTOR *plan1, D3DVECTOR *plan2) if ( Abs(n1.x-n2.x) > 0.1f || Abs(n1.y-n2.y) > 0.1f || - Abs(n1.z-n2.z) > 0.1f ) return FALSE; + Abs(n1.z-n2.z) > 0.1f ) return false; dist = DistancePlanPoint(plan1[0], plan1[1], plan1[2], plan2[0]); - if ( dist > 0.1f ) return FALSE; + if ( dist > 0.1f ) return false; - return TRUE; + return true; } -- cgit v1.2.3-1-g7c22