dxx-rebirth/3d/instance.c
2006-03-20 16:43:15 +00:00

131 lines
3.1 KiB
C
Executable file

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