d393f32eed
* Reverted value of SOUND_MAX_VOLUME
131 lines
3.1 KiB
C
131 lines
3.1 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/3d/instance.c,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:39:04 $
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*
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* Instancing routines
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*
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* $Log: instance.c,v $
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* Revision 1.1.1.1 2006/03/17 19:39:04 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 21:57:45 donut
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* Import of d1x 1.37 source.
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*
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* Revision 1.2 1995/06/12 12:36:57 allender
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* fixed bug where g3_start_instance_angles recursively called itself
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*
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* Revision 1.1 1995/05/05 08:51:27 allender
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* Initial revision
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*
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* Revision 1.1 1995/04/17 06:43:29 matt
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* Initial revision
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*
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*
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*/
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#ifdef RCS
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static char rcsid[] = "$Id: instance.c,v 1.1.1.1 2006/03/17 19:39:04 zicodxx Exp $";
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#endif
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#include <stdlib.h>
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#include "error.h"
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#include "3d.h"
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#include "globvars.h"
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#define MAX_INSTANCE_DEPTH 5
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struct instance_context {
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vms_matrix m;
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vms_vector p;
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} instance_stack[MAX_INSTANCE_DEPTH];
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int instance_depth = 0;
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//instance at specified point with specified orientation
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//if matrix==NULL, don't modify matrix. This will be like doing an offset
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void g3_start_instance_matrix(vms_vector *pos,vms_matrix *orient)
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{
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vms_vector tempv;
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vms_matrix tempm,tempm2;
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#ifdef D1XD3D
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Win32_start_instance_matrix (pos, orient);
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#endif
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Assert(instance_depth<MAX_INSTANCE_DEPTH);
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instance_stack[instance_depth].m = View_matrix;
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instance_stack[instance_depth].p = View_position;
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instance_depth++;
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//step 1: subtract object position from view position
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vm_vec_sub(&tempv,&View_position,pos);
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if (orient) {
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//step 2: rotate view vector through object matrix
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vm_vec_rotate(&View_position,&tempv,orient);
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//step 3: rotate object matrix through view_matrix (vm = ob * vm)
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vm_copy_transpose_matrix(&tempm2,orient);
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vm_matrix_x_matrix(&tempm,&tempm2,&View_matrix);
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View_matrix = tempm;
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}
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}
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//instance at specified point with specified orientation
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//if angles==NULL, don't modify matrix. This will be like doing an offset
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void g3_start_instance_angles(vms_vector *pos,vms_angvec *angles)
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{
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vms_matrix tm;
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if (angles==NULL) {
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g3_start_instance_matrix(pos,NULL);
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return;
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}
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vm_angles_2_matrix(&tm,angles);
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g3_start_instance_matrix(pos,&tm);
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}
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//pops the old context
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void g3_done_instance()
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{
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#ifdef D1XD3D
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Win32_done_instance ();
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#endif
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instance_depth--;
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Assert(instance_depth >= 0);
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View_position = instance_stack[instance_depth].p;
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View_matrix = instance_stack[instance_depth].m;
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}
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