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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 05:29:17 +02:00
partial replacement of math classes with glm
This commit is contained in:
54
Track.cpp
54
Track.cpp
@@ -1091,7 +1091,7 @@ void TTrack::Compile(GLuint tex)
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normal2 = normal1;
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}
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auto const origin = pMyNode->m_rootposition;
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auto const origin { pMyNode->m_rootposition };
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double roll1, roll2;
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switch (iCategoryFlag & 15)
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@@ -1866,7 +1866,7 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
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normal2 = normal1;
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}
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auto const origin = pMyNode->m_rootposition;
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auto const origin { pMyNode->m_rootposition };
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double roll1, roll2;
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switch (iCategoryFlag & 15)
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@@ -2302,42 +2302,42 @@ void TTrack::RaArrayFill(CVertNormTex *Vert, const CVertNormTex *Start, int cons
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if (TextureID1) {
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// jeśli podana tekstura nawierzchni
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// we start with a vertex in the middle...
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Vert->nx = 0.0;
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Vert->ny = 1.0;
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Vert->nz = 0.0;
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Vert->u = 0.5;
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Vert->v = 0.5;
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Vert->x = oxz.x - origin.x;
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Vert->y = oxz.y - origin.y;
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Vert->z = oxz.z - origin.z;
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Vert->normal.x = 0.0;
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Vert->normal.y = 1.0;
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Vert->normal.z = 0.0;
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Vert->texture.s = 0.5;
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Vert->texture.t = 0.5;
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Vert->position.x = oxz.x - origin.x;
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Vert->position.y = oxz.y - origin.y;
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Vert->position.z = oxz.z - origin.z;
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++Vert;
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// ...and add one extra vertex to close the fan...
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Vert->nx = 0.0;
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Vert->ny = 1.0;
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Vert->nz = 0.0;
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Vert->normal.x = 0.0;
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Vert->normal.y = 1.0;
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Vert->normal.z = 0.0;
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// mapowanie we współrzędnych scenerii
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u = ( SwitchExtension->vPoints[ 0 ].x - oxz.x + origin.x ) / fTexLength;
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v = ( SwitchExtension->vPoints[ 0 ].z - oxz.z + origin.z ) / ( fTexRatio1 * fTexLength );
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Vert->u = cosa0 * u + sina0 * v + 0.5;
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Vert->v = -sina0 * u + cosa0 * v + 0.5;
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Vert->x = SwitchExtension->vPoints[ 0 ].x;
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Vert->y = SwitchExtension->vPoints[ 0 ].y;
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Vert->z = SwitchExtension->vPoints[ 0 ].z;
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Vert->texture.s = cosa0 * u + sina0 * v + 0.5;
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Vert->texture.t = -sina0 * u + cosa0 * v + 0.5;
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Vert->position.x = SwitchExtension->vPoints[ 0 ].x;
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Vert->position.y = SwitchExtension->vPoints[ 0 ].y;
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Vert->position.z = SwitchExtension->vPoints[ 0 ].z;
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++Vert;
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// ...then draw the precalculated rest
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for (i = SwitchExtension->iPoints + SwitchExtension->iRoads - 1; i >= 0; --i)
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{
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Vert->nx = 0.0;
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Vert->ny = 1.0;
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Vert->nz = 0.0;
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Vert->normal.x = 0.0;
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Vert->normal.y = 1.0;
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Vert->normal.z = 0.0;
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// mapowanie we współrzędnych scenerii
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u = (SwitchExtension->vPoints[i].x - oxz.x + origin.x ) / fTexLength;
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v = (SwitchExtension->vPoints[i].z - oxz.z + origin.z ) / (fTexRatio1 * fTexLength);
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Vert->u = cosa0 * u + sina0 * v + 0.5;
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Vert->v = -sina0 * u + cosa0 * v + 0.5;
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Vert->x = SwitchExtension->vPoints[ i ].x;
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Vert->y = SwitchExtension->vPoints[ i ].y;
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Vert->z = SwitchExtension->vPoints[ i ].z;
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Vert->texture.s = cosa0 * u + sina0 * v + 0.5;
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Vert->texture.t = -sina0 * u + cosa0 * v + 0.5;
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Vert->position.x = SwitchExtension->vPoints[ i ].x;
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Vert->position.y = SwitchExtension->vPoints[ i ].y;
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Vert->position.z = SwitchExtension->vPoints[ i ].z;
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++Vert;
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}
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}
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@@ -2894,7 +2894,7 @@ TTrack * TTrack::RaAnimate(GLuint const Vertexbuffer)
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bladesbuffer.data() );
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*/
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auto bladevertices = bladesbuffer.data();
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auto const origin = pMyNode->m_rootposition;
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auto const origin { pMyNode->m_rootposition };
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if( SwitchExtension->RightSwitch ) { // nowa wersja z SPKS, ale odwrotnie lewa/prawa
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SwitchExtension->Segments[ 0 ]->RenderLoft( bladevertices, origin, rpts3, -nnumPts, fTexLength, 1.0, 0, 2, SwitchExtension->fOffset2 /*, true*/ );
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SwitchExtension->Segments[ 1 ]->RenderLoft( bladevertices, origin, rpts4, -nnumPts, fTexLength, 1.0, 0, 2, -fMaxOffset + SwitchExtension->fOffset1 /*, true*/ );
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