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- removed all occurences of FVector2 and FVector3 from the playsim code.
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4 changed files with 25 additions and 25 deletions
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@ -865,13 +865,13 @@ public:
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// more precise, but slower version, being used in a few places
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fixed_t Distance2D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector2(X() - other->X(), Y() - other->Y()).Length());
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return xs_RoundToInt(TVector2<double>(X() - other->X(), Y() - other->Y()).Length());
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}
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// a full 3D version of the above
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fixed_t Distance3D(AActor *other, bool absolute = false)
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{
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return xs_RoundToInt(FVector3(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
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return xs_RoundToInt(TVector3<double>(X() - other->X(), Y() - other->Y(), Z() - other->Z()).Length());
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}
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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)
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static void CalcPlane (SlopeWork &slope, secplane_t &plane)
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{
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FVector3 pt[3];
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TVector3<double> pt[3];
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long j;
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slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
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@ -823,8 +823,8 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
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-slope.dy, slope.x[2]-slope.wal->x);
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slope.z[2] += Scale (slope.heinum, j, slope.i);
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pt[0] = FVector3(slope.dx, -slope.dy, 0);
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pt[1] = FVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
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pt[0] = TVector3<double>(slope.dx, -slope.dy, 0);
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pt[1] = TVector3<double>(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
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pt[2] = (pt[0] ^ pt[1]).Unit();
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if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0))
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@ -832,10 +832,10 @@ static void CalcPlane (SlopeWork &slope, secplane_t &plane)
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pt[2] = -pt[2];
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}
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plane.a = fixed_t(pt[2][0]*65536.f);
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plane.b = fixed_t(pt[2][1]*65536.f);
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plane.c = fixed_t(pt[2][2]*65536.f);
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plane.ic = fixed_t(65536.f/pt[2][2]);
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plane.a = FLOAT2FIXED(pt[2][0]);
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plane.b = FLOAT2FIXED(pt[2][1]);
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plane.c = FLOAT2FIXED(pt[2][2]);
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plane.ic = DivScale32(1, plane.c);
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plane.d = -TMulScale8
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(plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]);
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}
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@ -5875,7 +5875,7 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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// Answer: No, because this way, you can set up sets of parallel missiles.
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fixedvec3 fixvel = source->Vec3To(dest);
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FVector3 velocity(fixvel.x, fixvel.y, fixvel.z);
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TVector3<double> velocity(fixvel.x, fixvel.y, fixvel.z);
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// Floor and ceiling huggers should never have a vertical component to their velocity
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if (th->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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@ -5887,9 +5887,9 @@ AActor *P_SpawnMissileXYZ (fixed_t x, fixed_t y, fixed_t z,
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velocity.Z += (dest->height - z + source->Z());
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}
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velocity.Resize (speed);
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th->velx = (fixed_t)(velocity.X);
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th->vely = (fixed_t)(velocity.Y);
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th->velz = (fixed_t)(velocity.Z);
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th->velx = xs_CRoundToInt(velocity.X);
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th->vely = xs_CRoundToInt(velocity.Y);
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th->velz = xs_CRoundToInt(velocity.Z);
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// invisible target: rotate velocity vector in 2D
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// [RC] Now monsters can aim at invisible player as if they were fully visible.
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@ -6163,16 +6163,16 @@ AActor *P_SpawnPlayerMissile (AActor *source, fixed_t x, fixed_t y, fixed_t z,
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vz = -finesine[pitch>>ANGLETOFINESHIFT];
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speed = MissileActor->Speed;
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FVector3 vec(vx, vy, vz);
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TVector3<double> vec(vx, vy, vz);
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if (MissileActor->flags3 & (MF3_FLOORHUGGER|MF3_CEILINGHUGGER))
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{
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vec.Z = 0;
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}
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vec.Resize(speed);
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MissileActor->velx = (fixed_t)vec.X;
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MissileActor->vely = (fixed_t)vec.Y;
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MissileActor->velz = (fixed_t)vec.Z;
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MissileActor->velx = xs_CRoundToInt(vec.X);
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MissileActor->vely = xs_CRoundToInt(vec.Y);
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MissileActor->velz = xs_CRoundToInt(vec.Z);
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if (MissileActor->flags4 & MF4_SPECTRAL)
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{
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@ -1187,8 +1187,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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{
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if (CMF_OFFSETPITCH & flags)
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{
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FVector2 velocity (missile->velx, missile->vely);
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pitch += R_PointToAngle2(0,0, (fixed_t)velocity.Length(), missile->velz);
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TVector2<double> velocity (missile->velx, missile->vely);
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pitch += R_PointToAngle2(0,0, xs_CRoundToInt(velocity.Length()), missile->velz);
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}
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ang = pitch >> ANGLETOFINESHIFT;
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missilespeed = abs(FixedMul(finecosine[ang], missile->Speed));
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@ -1196,8 +1196,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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}
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else
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{
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FVector2 velocity (missile->velx, missile->vely);
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missilespeed = (fixed_t)velocity.Length();
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TVector2<double> velocity (missile->velx, missile->vely);
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missilespeed = xs_CRoundToInt(velocity.Length());
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}
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if (CMF_SAVEPITCH & flags)
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@ -1603,8 +1603,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
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{
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// This original implementation is to aim straight ahead and then offset
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// the angle from the resulting direction.
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FVector3 velocity(misl->velx, misl->vely, 0);
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fixed_t missilespeed = (fixed_t)velocity.Length();
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TVector3<double> velocity(misl->velx, misl->vely, 0);
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fixed_t missilespeed = xs_CRoundToInt(velocity.Length());
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misl->angle += angle;
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angle_t an = misl->angle >> ANGLETOFINESHIFT;
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misl->velx = FixedMul (missilespeed, finecosine[an]);
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@ -6751,8 +6751,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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if (!(flags & FMDF_NOPITCH))
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{
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fixed_t current = mobj->pitch;
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const FVector2 velocity(mobj->velx, mobj->vely);
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const fixed_t pitch = R_PointToAngle2(0, 0, (fixed_t)velocity.Length(), -mobj->velz);
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const TVector2<double> velocity(mobj->velx, mobj->vely);
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const fixed_t pitch = R_PointToAngle2(0, 0, xs_CRoundToInt(velocity.Length()), -mobj->velz);
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if (pitchlimit > 0)
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{
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// [MC] angle_t for pitchlimit was required because otherwise
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