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CGE2: Some renaming in V3D and V2D.
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@ -45,16 +45,16 @@ struct Dac {
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// From CGETYPE.H:
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class V3D {
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public:
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double X, Y, Z;
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double _x, _y, _z;
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V3D(void) { }
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V3D(double x, double y, double z = 0) : X(x), Y(y), Z(z) { }
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V3D(const V3D &p) : X(p.X), Y(p.Y), Z(p.Z) { }
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V3D operator + (const V3D& p) const { return V3D(X + p.X, Y + p.Y, Z + p.Z); }
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V3D operator - (const V3D& p) const { return V3D(X - p.X, Y - p.Y, Z - p.Z); }
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V3D operator * (long n) const { return V3D(X * n, Y * n, Z * n); }
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V3D operator / (long n) const { return V3D(X / n, Y / n, Z / n); }
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bool operator == (V3D& p) const { return X == p.X && Y == p.Y && Z == p.Z; }
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bool operator != (V3D& p) const { return X != p.X || Y != p.Y || Z != p.Z; }
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V3D(double x, double y, double z = 0) : _x(x), _y(y), _z(z) { }
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V3D(const V3D &p) : _x(p._x), _y(p._y), _z(p._z) { }
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V3D operator + (const V3D& p) const { return V3D(_x + p._x, _y + p._y, _z + p._z); }
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V3D operator - (const V3D& p) const { return V3D(_x - p._x, _y - p._y, _z - p._z); }
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V3D operator * (long n) const { return V3D(_x * n, _y * n, _z * n); }
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V3D operator / (long n) const { return V3D(_x / n, _y / n, _z / n); }
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bool operator == (V3D& p) const { return _x == p._x && _y == p._y && _z == p._z; }
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bool operator != (V3D& p) const { return _x != p._x || _y != p._y || _z != p._z; }
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V3D& operator += (const V3D& x) { return *this = *this + x; }
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V3D& operator -= (const V3D& x) { return *this = *this - x; }
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};
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@ -64,25 +64,25 @@ class V2D : public Common::Point {
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double round(double number) { return number < 0.0 ? ceil(number - 0.5) : floor(number + 0.5); }
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public:
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V2D& operator = (const V3D& p3) {
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double m = Eye.Z / (p3.Z - Eye.Z);
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x = round((Eye.X + (Eye.X - p3.X) * m));
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y = round((Eye.Y + (Eye.Y - p3.Y) * m));
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double m = Eye._z / (p3._z - Eye._z);
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x = round((Eye._x + (Eye._x - p3._x) * m));
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y = round((Eye._y + (Eye._y - p3._y) * m));
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return *this;
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}
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V2D(void) { }
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V2D(const V3D& p3) { *this = p3; }
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V2D(int x, int y) : Common::Point(x, y) { }
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static V3D Eye;
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static void SetEye(const V3D &e) { Eye = e; }
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static void SetEye(const V2D& e2, int z = -SCR_WID_) {
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Eye.X = e2.x; Eye.Y = e2.y; Eye.Z = z;
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static void setEye(const V3D &e) { Eye = e; }
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static void setEye(const V2D& e2, int z = -SCR_WID_) {
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Eye._x = e2.x; Eye._y = e2.y; Eye._z = z;
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}
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static void SetEye(const char *s) {
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static void setEye(const char *s) {
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char *tempStr;
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strcpy(tempStr, s);
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Eye.X = atoi(EncryptedStream::token(tempStr));
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Eye.Y = atoi(EncryptedStream::token(tempStr));
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Eye.Z = atoi(EncryptedStream::token(tempStr));
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Eye._x = atoi(EncryptedStream::token(tempStr));
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Eye._y = atoi(EncryptedStream::token(tempStr));
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Eye._z = atoi(EncryptedStream::token(tempStr));
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}
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bool operator < (const V2D& p) const { return (x < p.x) && (y < p.y); }
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bool operator <= (const V2D& p) const { return (x <= p.x) && (y <= p.y); }
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@ -90,14 +90,19 @@ public:
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bool operator >= (const V2D& p) const { return (x >= p.x) && (y >= p.y); }
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V2D operator + (const V2D& p) const { return V2D(x + p.x, y + p.y); }
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V2D operator - (const V2D& p) const { return V2D(x - p.x, y - p.y); }
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uint16 Area(void) { return x * y; }
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bool Limited(const V2D& p) {
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uint16 area(void) { return x * y; }
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bool limited(const V2D& p) {
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return (uint16(x) < uint16(p.x)) && (uint16(y) < uint16(p.y));
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}
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V2D Scale(int z) {
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double m = Eye.Z / (Eye.Z - z);
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V2D scale(int z) {
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double m = Eye._z / (Eye._z - z);
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return V2D(trunc(m * x), trunc(m * y));
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}
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static V3D screenToGround(V2D pos) {
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double z = V2D::Eye._z + (V2D::Eye._y*V2D::Eye._z) / (double(pos.y) - V2D::Eye._y);
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double x = V2D::Eye._x - ((double(pos.x) - V2D::Eye._x) * (z - V2D::Eye._z)) / V2D::Eye._z;
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return V3D(round(x), 0, round(z));
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}
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};
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} // End of namespace CGE2
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