Mercurial > mm7
diff Indoor.cpp @ 1642:8971dc85b8fb
More camera unifications.
author | Nomad |
---|---|
date | Tue, 17 Sep 2013 20:15:56 +0200 |
parents | 466c5e15f524 |
children | 7182930263b3 |
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--- a/Indoor.cpp Tue Sep 17 18:39:32 2013 +0200 +++ b/Indoor.cpp Tue Sep 17 20:15:56 2013 +0200 @@ -195,11 +195,11 @@ this->field_0_timer_ = pEventTimer->uTotalGameTimeElapsed; - this->uFlags = 0; + pGame->pIndoorCameraD3D->debug_flags = 0; if (viewparams->draw_sw_outlines) - this->uFlags |= BLV_RENDER_DRAW_SW_OUTLINES; + pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_SW_OUTLINES; if (viewparams->draw_d3d_outlines) - this->uFlags |= BLV_RENDER_DRAW_D3D_OUTLINES; + pGame->pIndoorCameraD3D->debug_flags |= BLV_RENDER_DRAW_D3D_OUTLINES; //v2 = a2; //this->field_0_timer_ = a2->field_0_timer; @@ -228,14 +228,14 @@ } if ( pRenderer->pRenderD3D ) { - this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); - this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); - this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); - this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); - this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); - this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); - this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); - this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); + //this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + //this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + //this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); + //this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); + //this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + //this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + //this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); + //this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); this->field_64 = pViewport->field_30; this->uViewportX = pViewport->uScreen_TL_X; @@ -818,7 +818,7 @@ nodes[num_nodes].viewing_portal_id = uFaceID; AddBspNodeToRenderList(++num_nodes - 1); } - if (pBLVRenderParams->uFlags & BLV_RENDER_DRAW_SW_OUTLINES) + if (pGame->pIndoorCameraD3D->debug_flags & BLV_RENDER_DRAW_SW_OUTLINES) pGame->pIndoorCameraD3D->PrepareAndDrawDebugOutline(pFace, 0x1E1EFF); //pGame->pIndoorCameraD3D->DebugDrawPortal(pFace); } @@ -6892,16 +6892,16 @@ v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z; //if ( pRenderer->pRenderD3D ) //{ - v5 = v11 * pBLVRenderParams->fSineY + v13 * pBLVRenderParams->fCosineY; - a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY - v11 * pBLVRenderParams->fCosineY; + v5 = v11 * pGame->pIndoorCameraD3D->fRotationYSine + v13 * pGame->pIndoorCameraD3D->fRotationYCosine; + a1->vWorldViewPosition.y = v13 * pGame->pIndoorCameraD3D->fRotationYSine - v11 * pGame->pIndoorCameraD3D->fRotationYCosine; /*} else { v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY; a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY; }*/ - a1->vWorldViewPosition.x = v5 * pBLVRenderParams->fCosineNegX - v4 * pBLVRenderParams->fSineNegX; - a1->vWorldViewPosition.z = v5 * pBLVRenderParams->fSineNegX + v4 * pBLVRenderParams->fCosineNegX; + a1->vWorldViewPosition.x = v5 * pGame->pIndoorCameraD3D->fRotationXCosine - v4 * pGame->pIndoorCameraD3D->fRotationXSine; + a1->vWorldViewPosition.z = v5 * pGame->pIndoorCameraD3D->fRotationXSine + v4 * pGame->pIndoorCameraD3D->fRotationXCosine; } else { @@ -6910,8 +6910,8 @@ a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z; //if ( pRenderer->pRenderD3D ) //{ - a1->vWorldViewPosition.x = v12 * pBLVRenderParams->fSineY + v14 * pBLVRenderParams->fCosineY; - a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY - v12 * pBLVRenderParams->fCosineY; + a1->vWorldViewPosition.x = v12 * pGame->pIndoorCameraD3D->fRotationYSine + v14 * pGame->pIndoorCameraD3D->fRotationYCosine; + a1->vWorldViewPosition.y = v14 * pGame->pIndoorCameraD3D->fRotationYSine - v12 * pGame->pIndoorCameraD3D->fRotationYCosine; /*} else {