Pass vm_vec_negate v by reference

This commit is contained in:
Kp 2014-09-28 21:09:37 +00:00
parent 89a77c4869
commit 7ddba1d15e
11 changed files with 27 additions and 26 deletions

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@ -95,11 +95,11 @@ extern const vms_matrix vmd_identity_matrix;
const vms_vector vmd_zero_vector ZERO_VECTOR;
//negate a vector
static inline void vm_vec_negate(vms_vector *v)
static inline void vm_vec_negate(vms_vector &v)
{
v->x = -v->x;
v->y = -v->y;
v->z = -v->z;
v.x = -v.x;
v.y = -v.y;
v.z = -v.z;
}
//Functions in library

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@ -730,8 +730,8 @@ int ObjectFlipObject()
{
vms_matrix *m=&Objects[Cur_object_index].orient;
vm_vec_negate(&m->uvec);
vm_vec_negate(&m->rvec);
vm_vec_negate(m->uvec);
vm_vec_negate(m->rvec);
Update_flags |= UF_WORLD_CHANGED;

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@ -545,7 +545,7 @@ int SetPlayerFromCursegMinusOne()
fix max,view_dist=f1_0*10;
static int edgenum=0;
view_vec = Cursegp->sides[Curside].normals[0];
vm_vec_negate(&view_vec);
vm_vec_negate(view_vec);
compute_center_point_on_side(&side_center,Cursegp,Curside);
vm_vec_copy_scale(&view_vec2,&view_vec,view_dist);

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@ -376,7 +376,8 @@ static void assign_uvs_to_side(segment *segp, int sidenum, uvl *uva, uvl *uvb, i
} else
vm_vector_2_matrix(&rotmat,&fvec,0,&rvec);
rvec = rotmat.rvec; vm_vec_negate(&rvec);
rvec = rotmat.rvec;
vm_vec_negate(rvec);
fvec = rotmat.fvec;
mag01 = vm_vec_dist(&Vertices[v1],&Vertices[v0]);

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@ -3647,7 +3647,7 @@ _exit_cheat:
return;
fire_vec = obj->orient.fvec;
vm_vec_negate(&fire_vec);
vm_vec_negate(fire_vec);
vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
#if defined(DXX_BUILD_DESCENT_I)
@ -3780,13 +3780,13 @@ _exit_cheat:
dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
goal_vector = ConsoleObject->orient.fvec;
vm_vec_negate(&goal_vector);
vm_vec_negate(goal_vector);
} else {
fix dot;
dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
goal_vector = ConsoleObject->orient.rvec;
if (dot > 0) {
vm_vec_negate(&goal_vector);
vm_vec_negate(goal_vector);
}
}

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@ -1320,7 +1320,7 @@ void ai_path_set_orient_and_vel(object *objp, vms_vector *goal_point
if ((player_visibility) && (vec_to_player != NULL))
norm_vec_to_goal = *vec_to_player;
else
vm_vec_negate(&norm_vec_to_goal);
vm_vec_negate(norm_vec_to_goal);
}
#endif
ai_turn_towards_vector(&norm_vec_to_goal, objp, robptr->turn_time[NDL-1]/2);

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@ -304,7 +304,7 @@ static void bump_two_objects(vobjptridx_t obj0,vobjptridx_t obj1,int damage_flag
vm_vec_scale2(&force,2*fixmul(obj0->mtype.phys_info.mass,obj1->mtype.phys_info.mass),(obj0->mtype.phys_info.mass+obj1->mtype.phys_info.mass));
bump_this_object(obj1, obj0, &force, damage_flag);
vm_vec_negate(&force);
vm_vec_negate(force);
bump_this_object(obj0, obj1, &force, damage_flag);
}

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@ -731,8 +731,8 @@ void do_endlevel_frame()
timer = i2f(2);
vm_vec_negate(&endlevel_camera->orient.fvec);
vm_vec_negate(&endlevel_camera->orient.rvec);
vm_vec_negate(endlevel_camera->orient.fvec);
vm_vec_negate(endlevel_camera->orient.rvec);
vm_extract_angles_matrix(&cam_angles,&endlevel_camera->orient);
vm_extract_angles_matrix(&exit_seg_angles,&mine_exit_orient);

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@ -1412,13 +1412,13 @@ static void add_side_as_2_triangles(segment *sp, int sidenum)
get_verts_for_normal(v[0], v[1], v[2], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
vm_vec_negate(norm);
sidep->normals[0] = norm;
get_verts_for_normal(v[0], v[2], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
vm_vec_negate(norm);
sidep->normals[1] = norm;
} else {
sidep->set_type(SIDE_IS_TRI_13);
@ -1426,13 +1426,13 @@ static void add_side_as_2_triangles(segment *sp, int sidenum)
get_verts_for_normal(v[0], v[1], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
vm_vec_negate(norm);
sidep->normals[0] = norm;
get_verts_for_normal(v[1], v[2], v[3], 32767, &vsorted[0], &vsorted[1], &vsorted[2], &vsorted[3], &negate_flag);
vm_vec_normal(&norm, &Vertices[vsorted[0]], &Vertices[vsorted[1]], &Vertices[vsorted[2]]);
if (negate_flag)
vm_vec_negate(&norm);
vm_vec_negate(norm);
sidep->normals[1] = norm;
}
}
@ -1468,7 +1468,7 @@ void create_walls_on_side(segment *sp, int sidenum)
dist_to_plane = abs(vm_dist_to_plane(&Vertices[vm3], &vn, &Vertices[vm0]));
if (negate_flag)
vm_vec_negate(&vn);
vm_vec_negate(vn);
if (dist_to_plane <= PLANE_DIST_TOLERANCE)
add_side_as_quad(sp, sidenum, &vn);

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@ -572,7 +572,7 @@ void draw_polygon_model(vms_vector *pos,vms_matrix *orient,vms_angvec *anim_angl
//if submodel, rotate around its center point, not pivot point
vm_vec_avg(&ofs,&po->submodel_mins[i],&po->submodel_maxs[i]);
vm_vec_negate(&ofs);
vm_vec_negate(ofs);
g3_start_instance_matrix(&ofs,NULL);
g3_draw_polygon_model(&po->model_data[po->submodel_ptrs[i]],&texture_list[0],anim_angles,light,glow_values);

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@ -238,7 +238,7 @@ void render_terrain(vms_vector *org_point,int org_2dx,int org_2dy)
}
vm_vec_negate(&delta_j); //don't have a delta sub...
vm_vec_negate(delta_j); //don't have a delta sub...
g3_add_delta_vec(&save_p_high,&save_p_high,&delta_i);
last_p = save_p_high;
@ -260,13 +260,13 @@ void render_terrain(vms_vector *org_point,int org_2dx,int org_2dy)
save_row[j+1] = last_p2;
vm_vec_negate(&delta_j); //restore sign of j
vm_vec_negate(delta_j); //restore sign of j
}
//now do i from other end
vm_vec_negate(&delta_i); //going the other way now...
vm_vec_negate(delta_i); //going the other way now...
//@@start_point.x += (high_i-low_i)*GRID_SCALE;
vm_vec_scale_add2(&start_point,&surface_orient.rvec,(high_i-low_i)*GRID_SCALE);
@ -301,7 +301,7 @@ void render_terrain(vms_vector *org_point,int org_2dx,int org_2dy)
}
vm_vec_negate(&delta_j); //don't have a delta sub...
vm_vec_negate(delta_j); //don't have a delta sub...
g3_add_delta_vec(&save_p_high,&save_p_high,&delta_i);
last_p = save_p_high;
@ -323,7 +323,7 @@ void render_terrain(vms_vector *org_point,int org_2dx,int org_2dy)
save_row[j+1] = last_p2;
vm_vec_negate(&delta_j); //restore sign of j
vm_vec_negate(delta_j); //restore sign of j
}