123 lines
2.8 KiB
C
123 lines
2.8 KiB
C
/* $Id: instance.c,v 1.4 2002-07-17 21:55:19 bradleyb Exp $ */
|
|
/*
|
|
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.
|
|
*/
|
|
/*
|
|
*
|
|
* Instancing routines
|
|
*
|
|
* Old Log:
|
|
*
|
|
* 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 HAVE_CONFIG_H
|
|
#include <conf.h>
|
|
#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;
|
|
}
|
|
|
|
|