MATH: Move the math classes to their own math/ dir and Math namespace.
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e9267cfec5
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0083c8619c
42 changed files with 353 additions and 346 deletions
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@ -174,11 +174,11 @@ void GfxOpenGL::setupCamera(float fov, float nclip, float fclip, float roll) {
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glRotatef(roll, 0, 0, -1);
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}
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void GfxOpenGL::positionCamera(Graphics::Vector3d pos, Graphics::Vector3d interest) {
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Graphics::Vector3d up_vec(0, 0, 1);
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void GfxOpenGL::positionCamera(Math::Vector3d pos, Math::Vector3d interest) {
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Math::Vector3d up_vec(0, 0, 1);
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if (pos.x() == interest.x() && pos.y() == interest.y())
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up_vec = Graphics::Vector3d(0, 1, 0);
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up_vec = Math::Vector3d(0, 1, 0);
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gluLookAt(pos.x(), pos.y(), pos.z(), interest.x(), interest.y(), interest.z(), up_vec.x(), up_vec.y(), up_vec.z());
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}
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@ -195,7 +195,7 @@ bool GfxOpenGL::isHardwareAccelerated() {
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return true;
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}
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static void glShadowProjection(Graphics::Vector3d light, Graphics::Vector3d plane, Graphics::Vector3d normal, bool dontNegate) {
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static void glShadowProjection(Math::Vector3d light, Math::Vector3d plane, Math::Vector3d normal, bool dontNegate) {
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// Based on GPL shadow projection example by
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// (c) 2002-2003 Phaetos <phaetos@gaffga.de>
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float d, c;
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@ -260,7 +260,7 @@ void GfxOpenGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2,
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GLdouble winX, winY, winZ;
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for (int i = 0; i < model->_numFaces; i++) {
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Graphics::Vector3d v;
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Math::Vector3d v;
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float* pVertices;
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for (int j = 0; j < model->_faces[i]._numVertices; j++) {
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@ -315,7 +315,7 @@ void GfxOpenGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2,
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*y2 = (int)bottom;
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}
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void GfxOpenGL::startActorDraw(Graphics::Vector3d pos, float scale, float yaw, float pitch, float roll) {
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void GfxOpenGL::startActorDraw(Math::Vector3d pos, float scale, float yaw, float pitch, float roll) {
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glEnable(GL_TEXTURE_2D);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -480,7 +480,7 @@ void GfxOpenGL::drawSprite(const Sprite *sprite) {
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glPopMatrix();
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}
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void GfxOpenGL::translateViewpointStart(Graphics::Vector3d pos, float pitch, float yaw, float roll) {
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void GfxOpenGL::translateViewpointStart(Math::Vector3d pos, float pitch, float yaw, float roll) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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@ -495,7 +495,7 @@ void GfxOpenGL::translateViewpointFinish() {
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}
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void GfxOpenGL::drawHierachyNode(const ModelNode *node, int *x1, int *y1, int *x2, int *y2) {
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Graphics::Vector3d animPos = node->_pos + node->_animPos;
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Math::Vector3d animPos = node->_pos + node->_animPos;
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float animPitch = node->_pitch + node->_animPitch;
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float animYaw = node->_yaw + node->_animYaw;
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float animRoll = node->_roll + node->_animRoll;
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