Convert pie_MatRot[XYZ] to use uint16_t instead of float.

master
Cyp 2010-10-08 11:04:32 +02:00
parent 5fa9edc4ad
commit 125e7ba9ab
12 changed files with 109 additions and 109 deletions

View File

@ -180,7 +180,7 @@ void pie_MatScale(float scale)
//*
//******
void pie_MatRotY(float y)
void pie_MatRotY(uint16_t y)
{
/*
* a := angle
@ -194,10 +194,10 @@ void pie_MatRotY(float y)
* curMatrix = curMatrix . [ -s 0 c 0 ]
* [ 0 0 0 1 ]
*/
if (y != 0.f)
if (y != 0)
{
int t;
int64_t cra = iCos(DEG(y)), sra = iSin(DEG(y));
int64_t cra = iCos(y), sra = iSin(y);
t = (cra*psMatrix->a - sra*psMatrix->g)>>16;
psMatrix->g = (sra*psMatrix->a + cra*psMatrix->g)>>16;
@ -211,7 +211,7 @@ void pie_MatRotY(float y)
psMatrix->i = (sra*psMatrix->c + cra*psMatrix->i)>>16;
psMatrix->c = t;
glRotatef(y, 0.0f, 1.0f, 0.0f);
glRotatef(UNDEG(y), 0.0f, 1.0f, 0.0f);
}
}
@ -221,7 +221,7 @@ void pie_MatRotY(float y)
//*
//******
void pie_MatRotZ(float z)
void pie_MatRotZ(uint16_t z)
{
/*
* a := angle
@ -235,10 +235,10 @@ void pie_MatRotZ(float z)
* curMatrix = curMatrix . [ 0 0 1 0 ]
* [ 0 0 0 1 ]
*/
if (z != 0.f)
if (z != 0)
{
int t;
int64_t cra = iCos(DEG(z)), sra = iSin(DEG(z));
int64_t cra = iCos(z), sra = iSin(z);
t = (cra*psMatrix->a + sra*psMatrix->d)>>16;
psMatrix->d = (cra*psMatrix->d - sra*psMatrix->a)>>16;
@ -252,7 +252,7 @@ void pie_MatRotZ(float z)
psMatrix->f = (cra*psMatrix->f - sra*psMatrix->c)>>16;
psMatrix->c = t;
glRotatef(z, 0.0f, 0.0f, 1.0f);
glRotatef(UNDEG(z), 0.0f, 0.0f, 1.0f);
}
}
@ -262,7 +262,7 @@ void pie_MatRotZ(float z)
//*
//******
void pie_MatRotX(float x)
void pie_MatRotX(uint16_t x)
{
/*
* a := angle
@ -279,7 +279,7 @@ void pie_MatRotX(float x)
if (x != 0.f)
{
int t;
int64_t cra = iCos(DEG(x)), sra = iSin(DEG(x));
int64_t cra = iCos(x), sra = iSin(x);
t = (cra*psMatrix->d + sra*psMatrix->g)>>16;
psMatrix->g = (cra*psMatrix->g - sra*psMatrix->d)>>16;
@ -293,7 +293,7 @@ void pie_MatRotX(float x)
psMatrix->i = (cra*psMatrix->i - sra*psMatrix->f)>>16;
psMatrix->f = t;
glRotatef(x, 1.0f, 0.0f, 0.0f);
glRotatef(UNDEG(x), 1.0f, 0.0f, 0.0f);
}
}

View File

@ -91,9 +91,9 @@ extern void pie_MatEnd(void);
extern void pie_MATTRANS(float x, float y, float z);
extern void pie_TRANSLATE(float x, float y, float z);
extern void pie_MatScale(float scale);
extern void pie_MatRotX(float x);
extern void pie_MatRotY(float y);
extern void pie_MatRotZ(float z);
extern void pie_MatRotX(uint16_t x);
extern void pie_MatRotY(uint16_t y);
extern void pie_MatRotZ(uint16_t z);
extern int32_t pie_RotateProject(const Vector3i *src, Vector2i *dest);
//*************************************************************************

View File

@ -352,14 +352,14 @@ void renderParticle( ATPART *psPart )
dv.x = ((UDWORD)x - player.p.x) - terrainMidX * TILE_UNITS;
dv.y = (UDWORD)y;
dv.z = terrainMidY * TILE_UNITS - ((UDWORD)z - player.p.z);
pie_MatBegin(); /* Push the indentity matrix */
pie_MatBegin(); /* Push the identity matrix */
pie_TRANSLATE(dv.x,dv.y,dv.z);
rx = map_round(player.p.x); /* Get the x,z translation components */
rz = map_round(player.p.z);
pie_TRANSLATE(rx,0,-rz); /* Translate */
pie_TRANSLATE(rx,0,-rz); /* Translate */
/* Make it face camera */
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotY(-player.r.x);
/* Scale it... */
pie_MatScale(psPart->size / 100.f);
/* Draw it... */

View File

@ -246,9 +246,9 @@ static SDWORD bucketCalculateZ(RENDER_TYPE objectType, void* pObject)
psCompObj->position.y );
/* object (animation) rotations */
pie_MatRotY(UNDEG(-psCompObj->orientation.z));
pie_MatRotZ(UNDEG(-psCompObj->orientation.y));
pie_MatRotX(UNDEG(-psCompObj->orientation.x));
pie_MatRotY(-psCompObj->orientation.z);
pie_MatRotZ(-psCompObj->orientation.y);
pie_MatRotX(-psCompObj->orientation.x);
z = pie_RotateProject(&position,&pixel);

View File

@ -74,13 +74,13 @@ static void setMatrix(Vector3i *Position, Vector3i *Rotation, BOOL RotXYZ)
pie_TRANSLATE(Position->x,Position->y,Position->z);
if(RotXYZ) {
pie_MatRotX(Rotation->x);
pie_MatRotY(Rotation->y);
pie_MatRotZ(Rotation->z);
pie_MatRotX(DEG(Rotation->x));
pie_MatRotY(DEG(Rotation->y));
pie_MatRotZ(DEG(Rotation->z));
} else {
pie_MatRotY(Rotation->y);
pie_MatRotX(Rotation->x);
pie_MatRotZ(Rotation->z);
pie_MatRotY(DEG(Rotation->y));
pie_MatRotX(DEG(Rotation->x));
pie_MatRotZ(DEG(Rotation->z));
}
}
@ -265,7 +265,7 @@ void displayStructureButton(STRUCTURE *psStructure, Vector3i *rotation, Vector3i
pie_MatBegin();
pie_TRANSLATE(strImd->connectors[i].x,strImd->connectors[i].z,strImd->connectors[i].y);
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
if (mountImd[i] != NULL)
{
pie_Draw3DShape(mountImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, WZCOL_BLACK, pie_BUTTON, 0);
@ -274,7 +274,7 @@ void displayStructureButton(STRUCTURE *psStructure, Vector3i *rotation, Vector3i
pie_TRANSLATE(mountImd[i]->connectors->x,mountImd[i]->connectors->z,mountImd[i]->connectors->y);
}
}
pie_MatRotX(UNDEG(rot.pitch));
pie_MatRotX(rot.pitch);
pie_Draw3DShape(weaponImd[i], 0, getPlayerColour(selectedPlayer), WZCOL_WHITE, WZCOL_BLACK, pie_BUTTON, 0);
//we have a droid weapon so do we draw a muzzle flash
pie_MatEnd();
@ -715,12 +715,12 @@ static void displayCompObj(DROID *psDroid, BOOL bButton)
psShapeTemp->connectors[iConnector + i].y );
}
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ(180.f);//this might affect gun rotation
pie_MatRotZ(65536/2); //this might affect gun rotation
}
/* Get the mount graphic */
@ -746,12 +746,12 @@ static void displayCompObj(DROID *psDroid, BOOL bButton)
if ( iConnector >= VTOL_CONNECTOR_START )
{
//pitch the barrel down
pie_MatRotX(UNDEG(-rot.pitch));
pie_MatRotX(-rot.pitch);
}
else
{
//pitch the barrel up
pie_MatRotX(UNDEG(rot.pitch));
pie_MatRotX(rot.pitch);
}
/* Get the weapon (gun?) graphic */
@ -856,14 +856,14 @@ static void displayCompObj(DROID *psDroid, BOOL bButton)
/* vtol weapons inverted */
if ( iConnector >= VTOL_CONNECTOR_START )
{
pie_MatRotZ(180.f);//this might affect gun rotation
pie_MatRotZ(65536/2); //this might affect gun rotation
}
pie_TRANSLATE( psShapeTemp->connectors[0].x,
psShapeTemp->connectors[0].z,
psShapeTemp->connectors[0].y );
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
/* Draw it */
if (psMountShape)
{
@ -898,21 +898,21 @@ static void displayCompObj(DROID *psDroid, BOOL bButton)
psShape = getImdFromIndex(MI_FLAME);
/* Rotate for droid */
pie_MatRotY(UNDEG(st.rot.direction));
pie_MatRotX(UNDEG(-st.rot.pitch));
pie_MatRotZ(UNDEG(-st.rot.roll));
pie_MatRotY(st.rot.direction);
pie_MatRotX(-st.rot.pitch);
pie_MatRotZ(-st.rot.roll);
//rotate Y
pie_MatRotY(UNDEG(rot.direction));
pie_MatRotY(rot.direction);
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
/* Dither on software */
pie_Draw3DShape(psShape, getModularScaledGraphicsTime(100, psShape->numFrames), 0, brightness, WZCOL_BLACK, pie_ADDITIVE, 140);
/* Dither off software */
pie_MatRotX(UNDEG(player.r.x));
pie_MatRotY(UNDEG(player.r.y));
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
}
}
/* Pop Matrix */
@ -1062,9 +1062,9 @@ void displayComponentObject(DROID *psDroid)
pie_TRANSLATE(position.x,position.y,position.z);
/* Rotate for droid */
pie_MatRotY(UNDEG(rotation.y));
pie_MatRotX(UNDEG(rotation.x));
pie_MatRotZ(UNDEG(rotation.z));
pie_MatRotY(rotation.y);
pie_MatRotX(rotation.x);
pie_MatRotZ(rotation.z);
if( (gameTime-psDroid->timeLastHit < GAME_TICKS_PER_SEC) && psDroid->lastHitWeapon == WSC_ELECTRONIC)
{

View File

@ -858,9 +858,9 @@ static void drawTiles(iView *player)
pie_MATTRANS(0, 0, distance);
/* Rotate for the player */
pie_MatRotZ(UNDEG(player->r.z));
pie_MatRotX(UNDEG(player->r.x));
pie_MatRotY(UNDEG(player->r.y));
pie_MatRotZ(player->r.z);
pie_MatRotX(player->r.x);
pie_MatRotY(player->r.y);
/* Translate */
pie_TRANSLATE(-rx, -player->p.y, rz);
@ -1210,11 +1210,11 @@ void renderProjectile(PROJECTILE *psCurr)
/* Rotate it to the direction it's facing */
imdRot2.y = st.rot.direction;
pie_MatRotY(UNDEG(-imdRot2.y));
pie_MatRotY(-imdRot2.y);
/* pitch it */
imdRot2.x = st.rot.pitch;
pie_MatRotX(UNDEG(imdRot2.x));
pie_MatRotX(imdRot2.x);
if (psStats->weaponSubClass == WSC_ROCKET || psStats->weaponSubClass == WSC_MISSILE
|| psStats->weaponSubClass == WSC_SLOWROCKET || psStats->weaponSubClass == WSC_SLOWMISSILE)
@ -1278,9 +1278,9 @@ void renderAnimComponent( const COMPONENT_OBJECT *psObj )
/* parent object rotations */
imdRot2.y = spacetime.rot.direction;
pie_MatRotY(UNDEG(-imdRot2.y));
pie_MatRotY(-imdRot2.y);
imdRot2.x = spacetime.rot.pitch;
pie_MatRotX(UNDEG(imdRot2.x));
pie_MatRotX(imdRot2.x);
/* Set frame numbers - look into this later?? FIXME!!!!!!!! */
if( psParentObj->type == OBJ_DROID )
@ -1330,9 +1330,9 @@ void renderAnimComponent( const COMPONENT_OBJECT *psObj )
// object (animation) translations - ivis z and y flipped
pie_TRANSLATE(psObj->position.x, psObj->position.z, psObj->position.y);
// object (animation) rotations
pie_MatRotY(UNDEG(-psObj->orientation.z));
pie_MatRotZ(UNDEG(-psObj->orientation.y));
pie_MatRotX(UNDEG(-psObj->orientation.x));
pie_MatRotY(-psObj->orientation.z);
pie_MatRotZ(-psObj->orientation.y);
pie_MatRotX(-psObj->orientation.x);
pie_Draw3DShape(psObj->psShape, 0, iPlayer, brightness, WZCOL_BLACK, pie_STATIC_SHADOW, 0);
@ -1896,7 +1896,7 @@ void renderFeature(FEATURE *psFeature)
pie_TRANSLATE(rx,0,-rz);
rotation = psFeature->rot.direction;
pie_MatRotY(UNDEG(-rotation));
pie_MatRotY(-rotation);
brightness = pal_SetBrightness(200); //? HUH?
@ -2050,8 +2050,8 @@ void renderProximityMsg(PROXIMITY_DISPLAY *psProxDisp)
}
}
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_Draw3DShape(proxImd, getModularScaledGraphicsTime(1000, 4), 0, WZCOL_WHITE, WZCOL_BLACK, pie_ADDITIVE, 192);
@ -2176,7 +2176,7 @@ void renderStructure(STRUCTURE *psStructure)
* buildings in other words are NOT made up of components - much quicker! */
rotation = psStructure->rot.direction;
pie_MatRotY(UNDEG(-rotation));
pie_MatRotY(-rotation);
if (!defensive
&& gameTime2-psStructure->timeLastHit < ELEC_DAMAGE_DURATION
&& psStructure->lastHitWeapon == WSC_ELECTRONIC )
@ -2315,7 +2315,7 @@ void renderStructure(STRUCTURE *psStructure)
{
pie_MatBegin();
pie_TRANSLATE(strImd->connectors[i].x, strImd->connectors[i].z, strImd->connectors[i].y);
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
if (mountImd[i] != NULL)
{
pie_TRANSLATE(0, 0, psStructure->asWeaps[i].recoilValue / 3);
@ -2326,7 +2326,7 @@ void renderStructure(STRUCTURE *psStructure)
pie_TRANSLATE(mountImd[i]->connectors->x, mountImd[i]->connectors->z, mountImd[i]->connectors->y);
}
}
pie_MatRotX(UNDEG(rot.pitch));
pie_MatRotX(rot.pitch);
pie_TRANSLATE(0, 0, psStructure->asWeaps[i].recoilValue);
pie_Draw3DShape(weaponImd[i], 0, colour, buildingBrightness, WZCOL_BLACK, pieFlag, pieFlagData);
@ -2350,15 +2350,15 @@ void renderStructure(STRUCTURE *psStructure)
pie_TRANSLATE(weaponImd[i]->connectors->x,weaponImd[i]->connectors->z-12,weaponImd[i]->connectors->y);
pRepImd = getImdFromIndex(MI_FLAME);
pie_MatRotY(UNDEG(rot.direction));
pie_MatRotY(rot.direction);
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_Draw3DShape(pRepImd, getModularScaledGraphicsTime(100, pRepImd->numFrames), colour, buildingBrightness, WZCOL_BLACK, pie_ADDITIVE, 192);
pie_MatRotX(UNDEG(player.r.x));
pie_MatRotY(UNDEG(player.r.y));
pie_MatRotY(UNDEG(rot.direction));
pie_MatRotX(player.r.x);
pie_MatRotY(player.r.y);
pie_MatRotY(rot.direction);
}
}
}
@ -2420,16 +2420,16 @@ void renderStructure(STRUCTURE *psStructure)
if (strImd->max.y > 80) // babatower
{
pie_TRANSLATE(0, 80, 0);
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
pie_TRANSLATE(0, 0, -20);
}
else//baba bunker
{
pie_TRANSLATE(0, 10, 0);
pie_MatRotY(UNDEG(-rot.direction));
pie_MatRotY(-rot.direction);
pie_TRANSLATE(0, 0, -40);
}
pie_MatRotX(UNDEG(rot.pitch));
pie_MatRotX(rot.pitch);
// draw the muzzle flash?
if (psStructure && psStructure->visible[selectedPlayer] > UBYTE_MAX / 2)
{
@ -2633,7 +2633,7 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
pie_TRANSLATE(rx, 0, -rz);
rotation = psStructure->rot.direction;
pie_MatRotY(UNDEG(-rotation));
pie_MatRotY(-rotation);
if(imd != NULL)
{
@ -2728,7 +2728,7 @@ void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
if(psDroid->droidType == DROID_TRANSPORTER)
{
pie_MatRotY(UNDEG(-psDroid->rot.direction));
pie_MatRotY(-psDroid->rot.direction);
}
pVecTemp = psShadowIMD->points;
@ -2740,9 +2740,9 @@ void renderShadow( DROID *psDroid, iIMDShape *psShadowIMD )
}
else
{
pie_MatRotY(UNDEG(-psDroid->rot.direction));
pie_MatRotX(UNDEG(psDroid->rot.pitch));
pie_MatRotZ(UNDEG(psDroid->rot.roll));
pie_MatRotY(-psDroid->rot.direction);
pie_MatRotX(psDroid->rot.pitch);
pie_MatRotZ(psDroid->rot.roll);
}
pie_Draw3DShape(psShadowIMD, 0, 0, WZCOL_WHITE, WZCOL_BLACK, pie_TRANSLUCENT, 128);
@ -3700,7 +3700,7 @@ static void renderSurroundings(void)
pie_MATTRANS(0, 0, distance);
// rotate it
pie_MatRotY(wind);
pie_MatRotY(DEG(wind));
// move it somewhat below ground level for the blending effect
pie_TRANSLATE(0, -skybox_scale/8, 0);

View File

@ -3069,14 +3069,14 @@ BOOL calcDroidMuzzleLocation(DROID *psDroid, Vector3f *muzzle, int weapon_slot)
pie_TRANSLATE(psDroid->pos.x, -psDroid->pos.z, psDroid->pos.y);
//matrix = the center of droid
pie_MatRotY(UNDEG(psDroid->rot.direction));
pie_MatRotX(UNDEG(psDroid->rot.pitch));
pie_MatRotZ(UNDEG(-psDroid->rot.roll));
pie_MatRotY(psDroid->rot.direction);
pie_MatRotX(psDroid->rot.pitch);
pie_MatRotZ(-psDroid->rot.roll);
pie_TRANSLATE(psBodyImd->connectors[weapon_slot].x, -psBodyImd->connectors[weapon_slot].z,
-psBodyImd->connectors[weapon_slot].y);//note y and z flipped
//matrix = the weapon[slot] mount on the body
pie_MatRotY(UNDEG(psDroid->asWeaps[weapon_slot].rot.direction)); // +ve anticlockwise
pie_MatRotY(psDroid->asWeaps[weapon_slot].rot.direction); // +ve anticlockwise
// process turret mount
if (psMountImd && psMountImd->nconnectors)
@ -3085,7 +3085,7 @@ BOOL calcDroidMuzzleLocation(DROID *psDroid, Vector3f *muzzle, int weapon_slot)
}
//matrix = the turret connector for the gun
pie_MatRotX(UNDEG(psDroid->asWeaps[weapon_slot].rot.pitch)); // +ve up
pie_MatRotX(psDroid->asWeaps[weapon_slot].rot.pitch); // +ve up
//process the gun
if (psWeaponImd && psWeaponImd->nconnectors)

View File

@ -1626,12 +1626,12 @@ static void renderFirework(const EFFECT *psEffect)
positionEffect(psEffect);
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_MatScale(psEffect->size / 100.f);
pie_Draw3DShape(psEffect->imd, psEffect->frameNumber, 0, WZCOL_WHITE, WZCOL_BLACK, pie_ADDITIVE, EFFECT_EXPLOSION_ADDITIVE);
pie_MatEnd();
pie_MatEnd();
}
/** drawing func for blood. */
@ -1639,8 +1639,8 @@ static void renderBloodEffect(const EFFECT *psEffect)
{
positionEffect(psEffect);
pie_MatRotY(UNDEG(-player.r.y));
pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
pie_MatScale(psEffect->size / 100.f);
pie_Draw3DShape(getImdFromIndex(MI_BLOOD), psEffect->frameNumber, 0, WZCOL_WHITE, WZCOL_BLACK, pie_TRANSLUCENT, EFFECT_BLOOD_TRANSPARENCY);
@ -1668,9 +1668,9 @@ static void renderDestructionEffect(const EFFECT *psEffect)
if(!gamePaused())
{
pie_MatRotX(UNDEG(SKY_SHIMMY));
pie_MatRotY(UNDEG(SKY_SHIMMY));
pie_MatRotZ(UNDEG(SKY_SHIMMY));
pie_MatRotX(SKY_SHIMMY);
pie_MatRotY(SKY_SHIMMY);
pie_MatRotZ(SKY_SHIMMY);
}
pie_Draw3DShape(psEffect->imd, 0, 0, WZCOL_WHITE, WZCOL_BLACK, pie_RAISE, percent);
@ -1722,8 +1722,8 @@ static void renderExplosionEffect(const EFFECT *psEffect)
if(TEST_FACING(psEffect))
{
/* Always face the viewer! */
/* TEST_FLIPPED_Y(psEffect) ? pie_MatRotY(UNDEG(-player.r.y+iV_DEG(180))) :*/ pie_MatRotY(UNDEG(-player.r.y));
/* TEST_FLIPPED_X(psEffect) ? pie_MatRotX(UNDEG(-player.r.x+iV_DEG(180))) :*/ pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
}
/* Tesla explosions diminish in size */
@ -1767,9 +1767,9 @@ static void renderGravitonEffect(const EFFECT *psEffect)
positionEffect(psEffect);
pie_MatRotX(UNDEG(psEffect->rotation.x));
pie_MatRotY(UNDEG(psEffect->rotation.y));
pie_MatRotZ(UNDEG(psEffect->rotation.z));
pie_MatRotX(psEffect->rotation.x);
pie_MatRotY(psEffect->rotation.y);
pie_MatRotZ(psEffect->rotation.z);
/* Buildings emitted by gravitons are chunkier */
if(psEffect->type == GRAVITON_TYPE_EMITTING_ST)
@ -1800,8 +1800,8 @@ static void renderConstructionEffect(const EFFECT *psEffect)
/* Bit in comments doesn't quite work yet? */
if(TEST_FACING(psEffect))
{
/* TEST_FLIPPED_Y(psEffect) ? pie_MatRotY(UNDEG(-player.r.y+iV_DEG(180))) :*/ pie_MatRotY(UNDEG(-player.r.y));
/* TEST_FLIPPED_X(psEffect) ? pie_MatRotX(UNDEG(-player.r.x+iV_DEG(180))) :*/ pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
}
/* Scale size according to age */
@ -1841,8 +1841,8 @@ static void renderSmokeEffect(const EFFECT *psEffect)
if(TEST_FACING(psEffect))
{
/* Always face the viewer! */
/* TEST_FLIPPED_Y(psEffect) ? pie_MatRotY(UNDEG(-player.r.y+iV_DEG(180))) : */pie_MatRotY(UNDEG(-player.r.y));
/* TEST_FLIPPED_X(psEffect) ? pie_MatRotX(UNDEG(-player.r.x+iV_DEG(180))) : */pie_MatRotX(UNDEG(-player.r.x));
pie_MatRotY(-player.r.y);
pie_MatRotX(-player.r.x);
}
/* Small smoke - used for the droids */

View File

@ -55,7 +55,7 @@ void renderResearchToBuffer(RESEARCH *psResearch,
pie_SetGeometricOffset(OriginX+10,OriginY+10);
// Pitch down a bit
//pie_MatRotX(-30);
//pie_MatRotX(-65536/12);
// Rotate round
// full rotation once every 2 seconds..

View File

@ -1860,9 +1860,9 @@ void objectShimmy(BASE_OBJECT *psObj)
{
if(justBeenHitByEW(psObj))
{
pie_MatRotX(UNDEG(SKY_SHIMMY));
pie_MatRotY(UNDEG(SKY_SHIMMY));
pie_MatRotZ(UNDEG(SKY_SHIMMY));
pie_MatRotX(SKY_SHIMMY);
pie_MatRotY(SKY_SHIMMY);
pie_MatRotZ(SKY_SHIMMY);
if(psObj->type == OBJ_DROID)
{
pie_TRANSLATE(1-rand()%3,0,1-rand()%3);

View File

@ -292,7 +292,7 @@ void drawRadar(void)
if (rotateRadar)
{
// rotate the map
pie_MatRotZ(UNDEG(player.r.y));
pie_MatRotZ(player.r.y);
DrawNorth();
}
// draw the box at the dimensions of the map

View File

@ -5632,14 +5632,14 @@ BOOL calcStructureMuzzleLocation(STRUCTURE *psStructure, Vector3f *muzzle, int w
pie_TRANSLATE(psStructure->pos.x, -psStructure->pos.z, psStructure->pos.y);
//matrix = the center of droid
pie_MatRotY(UNDEG(psStructure->rot.direction));
pie_MatRotX(UNDEG(psStructure->rot.pitch));
pie_MatRotZ(UNDEG(-psStructure->rot.roll));
pie_MatRotY(psStructure->rot.direction);
pie_MatRotX(psStructure->rot.pitch);
pie_MatRotZ(-psStructure->rot.roll);
pie_TRANSLATE( psShape->connectors[weapon_slot].x, -psShape->connectors[weapon_slot].z,
-psShape->connectors[weapon_slot].y);//note y and z flipped
//matrix = the weapon[slot] mount on the body
pie_MatRotY(UNDEG(psStructure->asWeaps[weapon_slot].rot.direction)); // +ve anticlockwise
pie_MatRotY(psStructure->asWeaps[weapon_slot].rot.direction); // +ve anticlockwise
// process turret mount
if (psMountImd && psMountImd->nconnectors)
@ -5648,7 +5648,7 @@ BOOL calcStructureMuzzleLocation(STRUCTURE *psStructure, Vector3f *muzzle, int w
}
//matrix = the turret connector for the gun
pie_MatRotX(UNDEG(psStructure->asWeaps[weapon_slot].rot.pitch)); // +ve up
pie_MatRotX(psStructure->asWeaps[weapon_slot].rot.pitch); // +ve up
//process the gun
if (psWeaponImd && psWeaponImd->nconnectors)