mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-16 01:11:44 +00:00
30f4e2b29d
This eliminates a lot of code depending on Build's projection math.
80 lines
2 KiB
C
80 lines
2 KiB
C
#pragma once
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#include "gamecontrol.h"
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#include "buildtypes.h"
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#include "binaryangle.h"
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extern int cameradist, cameraclock;
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bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
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bool spriteIsModelOrVoxel(const spritetype* tspr);
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void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
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void setWallSectors();
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void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
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void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
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// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
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// The render code should NOT use Build coordinates for anything!
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inline double WallStartX(int wallnum)
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{
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return wall[wallnum].x * (1 / 16.);
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}
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inline double WallStartY(int wallnum)
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{
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return wall[wallnum].y * (1 / -16.);
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}
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inline double WallEndX(int wallnum)
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{
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return wall[wall[wallnum].point2].x * (1 / 16.);
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}
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inline double WallEndY(int wallnum)
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{
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return wall[wall[wallnum].point2].y * (1 / -16.);
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}
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inline double WallStartX(const walltype* wallnum)
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{
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return wallnum->x * (1 / 16.);
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}
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inline double WallStartY(const walltype* wallnum)
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{
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return wallnum->y * (1 / -16.);
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}
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inline double WallEndX(const walltype* wallnum)
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{
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return wall[wallnum->point2].x * (1 / 16.);
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}
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inline double WallEndY(const walltype* wallnum)
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{
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return wall[wallnum->point2].y * (1 / -16.);
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}
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inline double SpriteX(int wallnum)
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{
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return sprite[wallnum].x * (1 / 16.);
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}
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inline double SpriteY(int wallnum)
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{
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return sprite[wallnum].y * (1 / -16.);
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}
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inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
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{
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return (x - linex) * deltay - (y - liney) * deltax;
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}
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inline int sectorofwall(int wallNum)
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{
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if ((unsigned)wallNum < (unsigned)numwalls) return wall[wallNum].sector;
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return -1;
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}
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