- removed all occurences of FVector2 and FVector3 from the playsim code.

This commit is contained in:
Christoph Oelckers 2016-02-11 20:01:12 +01:00
parent 64dabc3c0b
commit 584147b8bb
4 changed files with 25 additions and 25 deletions

View File

@ -865,13 +865,13 @@ public:
// more precise, but slower version, being used in a few places
fixed_t Distance2D(AActor *other, bool absolute = false)
{
return xs_RoundToInt(FVector2(X() - other->X(), Y() - other->Y()).Length());
return xs_RoundToInt(TVector2<double>(X() - other->X(), Y() - other->Y()).Length());
}
// a full 3D version of the above
fixed_t Distance3D(AActor *other, bool absolute = false)
{
return xs_RoundToInt(FVector3(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
return xs_RoundToInt(TVector3<double>(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
}
angle_t AngleTo(AActor *other, bool absolute = false) const

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@ -804,7 +804,7 @@ static void CreateStartSpot (fixed_t *pos, FMapThing *start)
static void CalcPlane (SlopeWork &slope, secplane_t &plane)
{
FVector3 pt[3];
TVector3<double> pt[3];
long j;
slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
@ -823,8 +823,8 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
-slope.dy, slope.x[2]-slope.wal->x);
slope.z[2] += Scale (slope.heinum, j, slope.i);
pt[0] = FVector3(slope.dx, -slope.dy, 0);
pt[1] = FVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
pt[0] = TVector3<double>(slope.dx, -slope.dy, 0);
pt[1] = TVector3<double>(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
pt[2] = (pt[0] ^ pt[1]).Unit();
if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0))
@ -832,10 +832,10 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
pt[2] = -pt[2];
}
plane.a = fixed_t(pt[2][0]*65536.f);
plane.b = fixed_t(pt[2][1]*65536.f);
plane.c = fixed_t(pt[2][2]*65536.f);
plane.ic = fixed_t(65536.f/pt[2][2]);
plane.a = FLOAT2FIXED(pt[2][0]);
plane.b = FLOAT2FIXED(pt[2][1]);
plane.c = FLOAT2FIXED(pt[2][2]);
plane.ic = DivScale32(1, plane.c);
plane.d = -TMulScale8
(plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]);
}

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@ -5875,7 +5875,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
// Answer: No, because this way, you can set up sets of parallel missiles.
fixedvec3 fixvel = source->Vec3To(dest);
FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
// Floor and ceiling huggers should never have a vertical component to their velocity
if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
@ -5887,9 +5887,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
velocity.Z += (dest->height - z + source->Z());
}
velocity.Resize (speed);
th->velx = (fixed_t)(velocity.X);
th->vely = (fixed_t)(velocity.Y);
th->velz = (fixed_t)(velocity.Z);
th->velx = xs_CRoundToInt(velocity.X);
th->vely = xs_CRoundToInt(velocity.Y);
th->velz = xs_CRoundToInt(velocity.Z);
// invisible target: rotate velocity vector in 2D
// [RC] Now monsters can aim at invisible player as if they were fully visible.
@ -6163,16 +6163,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
vz = -finesine[pitch>>ANGLETOFINESHIFT];
speed = MissileActor->Speed;
FVector3 vec(vx, vy, vz);
TVector3<double> vec(vx, vy, vz);
if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
{
vec.Z = 0;
}
vec.Resize(speed);
MissileActor->velx = (fixed_t)vec.X;
MissileActor->vely = (fixed_t)vec.Y;
MissileActor->velz = (fixed_t)vec.Z;
MissileActor->velx = xs_CRoundToInt(vec.X);
MissileActor->vely = xs_CRoundToInt(vec.Y);
MissileActor->velz = xs_CRoundToInt(vec.Z);
if (MissileActor->flags4 & MF4_SPECTRAL)
{

View File

@ -1187,8 +1187,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
if (CMF_OFFSETPITCH & flags)
{
FVector2 velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
TVector2<double> velocity (missile->velx, missile->vely);
pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz);
}
ang = pitch >> ANGLETOFINESHIFT;
missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
@ -1196,8 +1196,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
}
else
{
FVector2 velocity (missile->velx, missile->vely);
missilespeed = (fixed_t)velocity.Length();
TVector2<double> velocity (missile->velx, missile->vely);
missilespeed = xs_CRoundToInt(velocity.Length());
}
if (CMF_SAVEPITCH & flags)
@ -1603,8 +1603,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
// This original implementation is to aim straight ahead and then offset
// the angle from the resulting direction.
FVector3 velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = (fixed_t)velocity.Length();
TVector3<double> velocity(misl->velx, misl->vely, 0);
fixed_t missilespeed = xs_CRoundToInt(velocity.Length());
misl->angle += angle;
angle_t an = misl->angle >> ANGLETOFINESHIFT;
misl->velx = FixedMul (missilespeed, finecosine[an]);
@ -6751,8 +6751,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
if (!(flags & FMDF_NOPITCH))
{
fixed_t current = mobj->pitch;
const FVector2 velocity(mobj->velx, mobj->vely);
const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
const TVector2<double> velocity(mobj->velx, mobj->vely);
const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz);
if (pitchlimit > 0)
{
// [MC] angle_t for pitchlimit was required because otherwise