updated license terminology

This commit is contained in:
FatalErr42O 2023-08-06 15:25:38 -07:00
parent f482559d30
commit b3e91825a5
3 changed files with 7 additions and 19 deletions

View File

@ -1,5 +1,5 @@
The following license applies to EVERY file in this repository, code, folder and
software unless stated explicitly otherwise.
The following license applies to EVERY line of every file in this repository, code,
folder or "4dguns" software, unless stated explicitly otherwise.
MIT License

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@ -280,7 +280,7 @@ function gun:update(dt)
local dir = self:get_dir({x=0,y=0,z=0})
--local dir2 = self:get_dir({x=0,y=0,z=0})
local ratio = wininfo.size.x/wininfo.size.y
local v = Point_to_pixel(dir, 80, ratio)
local v = Point_to_hud(dir, 80, ratio)
self.player:hud_change(self.useless_hud.reticle, "position", {x=v.x, y=v.y})
self.player:hud_change(self.useless_hud.fore, "position", {x=((v.x-.5)/1.1)+.5, y=((v.x-.5)/1.1)+.5})
self.player:hud_change(self.useless_hud.back, "position", {x=((2*total_rot.player_axial.y/(80*2))+.5), y=(((2*total_rot.player_axial.x)/(80*2))+.5)})

View File

@ -129,10 +129,10 @@ function table.shallow_copy(t)
end
--look, I didn't "steal" this code, I borrowed it.
--sue me. Oh wait, you can't it's open source, and you
--aren't even the copyright holder, you POS
function Point_to_pixel(pos, fov, aspect)
--for the following code and functions only:
--for license see the link on the next line.
--https://github.com/3dreamengine/3DreamEngine
function Point_to_hud(pos, fov, aspect)
local n = .1 --near
local f = 1000 --far
--wherever you are
@ -140,8 +140,6 @@ function Point_to_pixel(pos, fov, aspect)
local scale = math.tan(fov * math.pi / 360)
local r = scale * n * aspect
local t = scale * n
--local m = canvases.mode == "direct" and 1 or -1
--optimized matrix multiplication by removing constants
--looks like a mess, but its only the opengl projection multiplied by the camera
local a1 = n / r
@ -149,18 +147,8 @@ function Point_to_pixel(pos, fov, aspect)
local a6 = n / t
local fn1 = 1 / (f - n)
local a11 = -(f + n) * fn1
local a12 = -2 * f * n * fn1
--[[local mat = {
a1 * 1, 0, 0, 0,
0, a6 * 1, 0, 0,
0, 0, a11 * 1, a12,
0, 0, 0, -1
}]]
local x = (pos.x/pos.z)*a1
local y = (pos.y/pos.z)*a6
local z = (pos.z/pos.z)*a11
local w = -1
return vector.new((x / 2)+.5, (-y / 2)+.5, z)
end