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/object/object.h | 116 ++++++++++++++++++++++++++-------------------------- 1 file changed, 58 insertions(+), 58 deletions(-) (limited to 'src/object/object.h') diff --git a/src/object/object.h b/src/object/object.h index 88eac3d..5b3cbf6 100644 --- a/src/object/object.h +++ b/src/object/object.h @@ -309,16 +309,16 @@ struct ObjectPart int object; // number of the object in CD3DEngine int parentPart; // number of father part int masterParti; // master canal of the particle - D3DVECTOR position; - D3DVECTOR angle; - D3DVECTOR zoom; + Math::Vector position; + Math::Vector angle; + Math::Vector zoom; char bTranslate; char bRotate; char bZoom; - D3DMATRIX matTranslate; - D3DMATRIX matRotate; - D3DMATRIX matTransform; - D3DMATRIX matWorld; + Math::Matrix matTranslate; + Math::Matrix matRotate; + Math::Matrix matTransform; + Math::Matrix matWorld; }; struct Character @@ -328,7 +328,7 @@ struct Character float wheelLeft; // position Z of the left wheels float wheelRight; // position Z of the right wheels float height; // normal height on top of ground - D3DVECTOR posPower; // position of the battery + Math::Vector posPower; // position of the battery }; struct Info @@ -394,20 +394,20 @@ public: void SetDrawWorld(bool bDraw); void SetDrawFront(bool bDraw); - bool CreateVehicle(D3DVECTOR pos, float angle, ObjectType type, float power, bool bTrainer, bool bToy); - bool CreateInsect(D3DVECTOR pos, float angle, ObjectType type); - bool CreateBuilding(D3DVECTOR pos, float angle, float height, ObjectType type, float power=1.0f); - bool CreateResource(D3DVECTOR pos, float angle, ObjectType type, float power=1.0f); - bool CreateFlag(D3DVECTOR pos, float angle, ObjectType type); - bool CreateBarrier(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreatePlant(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateMushroom(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateTeen(D3DVECTOR pos, float angle, float zoom, float height, ObjectType type); - bool CreateQuartz(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateRoot(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateHome(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateRuin(D3DVECTOR pos, float angle, float height, ObjectType type); - bool CreateApollo(D3DVECTOR pos, float angle, ObjectType type); + bool CreateVehicle(Math::Vector pos, float angle, ObjectType type, float power, bool bTrainer, bool bToy); + bool CreateInsect(Math::Vector pos, float angle, ObjectType type); + bool CreateBuilding(Math::Vector pos, float angle, float height, ObjectType type, float power=1.0f); + bool CreateResource(Math::Vector pos, float angle, ObjectType type, float power=1.0f); + bool CreateFlag(Math::Vector pos, float angle, ObjectType type); + bool CreateBarrier(Math::Vector pos, float angle, float height, ObjectType type); + bool CreatePlant(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateMushroom(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateTeen(Math::Vector pos, float angle, float zoom, float height, ObjectType type); + bool CreateQuartz(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateRoot(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateHome(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateRuin(Math::Vector pos, float angle, float height, ObjectType type); + bool CreateApollo(Math::Vector pos, float angle, ObjectType type); bool ReadProgram(int rank, char* filename); bool WriteProgram(int rank, char* filename); @@ -417,33 +417,33 @@ public: int RetEffectLight(); void FlushCrashShere(); - int CreateCrashSphere(D3DVECTOR pos, float radius, Sound sound, float hardness=0.45f); + int CreateCrashSphere(Math::Vector pos, float radius, Sound sound, float hardness=0.45f); int RetCrashSphereTotal(); - bool GetCrashSphere(int rank, D3DVECTOR &pos, float &radius); + bool GetCrashSphere(int rank, Math::Vector &pos, float &radius); float RetCrashSphereHardness(int rank); Sound RetCrashSphereSound(int rank); void DeleteCrashSphere(int rank); - void SetGlobalSphere(D3DVECTOR pos, float radius); - void GetGlobalSphere(D3DVECTOR &pos, float &radius); - void SetJotlerSphere(D3DVECTOR pos, float radius); - void GetJotlerSphere(D3DVECTOR &pos, float &radius); + void SetGlobalSphere(Math::Vector pos, float radius); + void GetGlobalSphere(Math::Vector &pos, float &radius); + void SetJotlerSphere(Math::Vector pos, float radius); + void GetJotlerSphere(Math::Vector &pos, float &radius); void SetShieldRadius(float radius); float RetShieldRadius(); void SetFloorHeight(float height); void FloorAdjust(); - void SetLinVibration(D3DVECTOR dir); - D3DVECTOR RetLinVibration(); - void SetCirVibration(D3DVECTOR dir); - D3DVECTOR RetCirVibration(); - void SetInclinaison(D3DVECTOR dir); - D3DVECTOR RetInclinaison(); - - void SetPosition(int part, const D3DVECTOR &pos); - D3DVECTOR RetPosition(int part); - void SetAngle(int part, const D3DVECTOR &angle); - D3DVECTOR RetAngle(int part); + void SetLinVibration(Math::Vector dir); + Math::Vector RetLinVibration(); + void SetCirVibration(Math::Vector dir); + Math::Vector RetCirVibration(); + void SetInclinaison(Math::Vector dir); + Math::Vector RetInclinaison(); + + void SetPosition(int part, const Math::Vector &pos); + Math::Vector RetPosition(int part); + void SetAngle(int part, const Math::Vector &angle); + Math::Vector RetAngle(int part); void SetAngleY(int part, float angle); void SetAngleX(int part, float angle); void SetAngleZ(int part, float angle); @@ -451,8 +451,8 @@ public: float RetAngleX(int part); float RetAngleZ(int part); void SetZoom(int part, float zoom); - void SetZoom(int part, D3DVECTOR zoom); - D3DVECTOR RetZoom(int part); + void SetZoom(int part, Math::Vector zoom); + Math::Vector RetZoom(int part); void SetZoomX(int part, float zoom); float RetZoomX(int part); void SetZoomY(int part, float zoom); @@ -475,10 +475,10 @@ public: ResetCap RetResetCap(); void SetResetBusy(bool bBusy); bool RetResetBusy(); - void SetResetPosition(const D3DVECTOR &pos); - D3DVECTOR RetResetPosition(); - void SetResetAngle(const D3DVECTOR &angle); - D3DVECTOR RetResetAngle(); + void SetResetPosition(const Math::Vector &pos); + Math::Vector RetResetPosition(); + void SetResetAngle(const Math::Vector &angle); + Math::Vector RetResetAngle(); void SetResetRun(int run); int RetResetRun(); @@ -507,12 +507,12 @@ public: bool SetCmdLine(int rank, float value); float RetCmdLine(int rank); - D3DMATRIX* RetRotateMatrix(int part); - D3DMATRIX* RetTranslateMatrix(int part); - D3DMATRIX* RetTransformMatrix(int part); - D3DMATRIX* RetWorldMatrix(int part); + Math::Matrix* RetRotateMatrix(int part); + Math::Matrix* RetTranslateMatrix(int part); + Math::Matrix* RetTransformMatrix(int part); + Math::Matrix* RetWorldMatrix(int part); - void SetViewFromHere(D3DVECTOR &eye, float &dirH, float &dirV, D3DVECTOR &lookat, D3DVECTOR &upVec, CameraType type); + void SetViewFromHere(Math::Vector &eye, float &dirH, float &dirV, Math::Vector &lookat, Math::Vector &upVec, CameraType type); void SetCharacter(Character* character); void GetCharacter(Character* character); @@ -689,9 +689,9 @@ protected: float m_shadowHeight; // height of light from the shadows int m_effectLight; // number of light effects float m_effectHeight; // height of light effects - D3DVECTOR m_linVibration; // linear vibration - D3DVECTOR m_cirVibration; // circular vibration - D3DVECTOR m_inclinaison; // tilt + Math::Vector m_linVibration; // linear vibration + Math::Vector m_cirVibration; // circular vibration + Math::Vector m_inclinaison; // tilt CObject* m_power; // battery used by the vehicle CObject* m_fret; // object transported CObject* m_truck; // object with the latter @@ -741,13 +741,13 @@ protected: float m_param; int m_crashSphereUsed; // number of spheres used - D3DVECTOR m_crashSpherePos[MAXCRASHSPHERE]; + Math::Vector m_crashSpherePos[MAXCRASHSPHERE]; float m_crashSphereRadius[MAXCRASHSPHERE]; float m_crashSphereHardness[MAXCRASHSPHERE]; Sound m_crashSphereSound[MAXCRASHSPHERE]; - D3DVECTOR m_globalSpherePos; + Math::Vector m_globalSpherePos; float m_globalSphereRadius; - D3DVECTOR m_jotlerSpherePos; + Math::Vector m_jotlerSpherePos; float m_jotlerSphereRadius; float m_shieldRadius; @@ -761,8 +761,8 @@ protected: ResetCap m_resetCap; bool m_bResetBusy; - D3DVECTOR m_resetPosition; - D3DVECTOR m_resetAngle; + Math::Vector m_resetPosition; + Math::Vector m_resetAngle; int m_resetRun; int m_infoTotal; -- cgit v1.2.3-1-g7c22