[Scummvm-cvs-logs] CVS: residual matrix3.cpp,1.4,1.5 matrix4.cpp,1.4,1.5 matrix4.h,1.4,1.5 screen.cpp,1.12,1.13
Pawel Kolodziejski
aquadran at users.sourceforge.net
Wed Feb 25 01:01:05 CET 2004
Update of /cvsroot/scummvm/residual
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv29054
Modified Files:
matrix3.cpp matrix4.cpp matrix4.h screen.cpp
Log Message:
more cleanup
Index: matrix3.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/matrix3.cpp,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- matrix3.cpp 25 Feb 2004 08:21:30 -0000 1.4
+++ matrix3.cpp 25 Feb 2004 08:45:56 -0000 1.5
@@ -18,74 +18,74 @@
#include <math.h>
#include "matrix3.h"
-void Matrix3::setAsIdentity( void ) {
+void Matrix3::setAsIdentity() {
right_.set(1.f, 0.f, 0.f);
up_.set(0.f, 1.f, 0.f);
at_.set(0.f, 0.f, 0.f);
}
-void Matrix3::buildFromPitchYawRoll( float pitch, float yaw, float roll ) {
+void Matrix3::buildFromPitchYawRoll(float pitch, float yaw, float roll) {
Matrix3 temp1, temp2;
- temp1.constructAroundPitch( pitch );
- constructAroundRoll( roll );
+ temp1.constructAroundPitch(pitch);
+ constructAroundRoll(roll);
(*this) *= temp1;
- temp2.constructAroundYaw( yaw );
+ temp2.constructAroundYaw(yaw);
(*this) *= temp2;
}
-#define MYPI 3.141592654
-#define DEGTORAD(a) (a*MYPI/180.0)
-#define RADTODEG(a) (a*180.0/MYPI)
+#define MYPI 3.14159265358979323846
+#define DEGTORAD(a) (a * MYPI / 180.0)
+#define RADTODEG(a) (a * 180.0 / MYPI)
-float RadianToDegree( float rad ) {
+float RadianToDegree(float rad) {
return RADTODEG(rad);
}
-float DegreeToRadian( float degrees ) {
+float DegreeToRadian(float degrees) {
return DEGTORAD(degrees);
}
// right
-void Matrix3::constructAroundPitch( float pitch ) {
+void Matrix3::constructAroundPitch(float pitch) {
float cosa;
float sina;
- cosa = (float)cos( DegreeToRadian(pitch) );
- sina = (float)sin( DegreeToRadian(pitch) );
+ cosa = (float)cos(DegreeToRadian(pitch));
+ sina = (float)sin(DegreeToRadian(pitch));
- right_.set( 1.f, 0.f, 0.f );
- up_.set( 0.f, cosa, -sina );
- at_.set( 0.f, sina, cosa );
+ right_.set(1.f, 0.f, 0.f);
+ up_.set(0.f, cosa, -sina);
+ at_.set(0.f, sina, cosa);
}
// up
-void Matrix3::constructAroundYaw( float yaw ) {
+void Matrix3::constructAroundYaw(float yaw) {
float cosa;
float sina;
- cosa = (float)cos( DegreeToRadian(yaw) );
- sina = (float)sin( DegreeToRadian(yaw) );
+ cosa = (float)cos(DegreeToRadian(yaw));
+ sina = (float)sin(DegreeToRadian(yaw));
- right_.set( cosa, 0.f, sina );
- up_.set( 0.f, 1.f, 0.f );
- at_.set( -sina, 0.f, cosa );
+ right_.set(cosa, 0.f, sina);
+ up_.set(0.f, 1.f, 0.f);
+ at_.set(-sina, 0.f, cosa);
}
// at
-void Matrix3::constructAroundRoll( float roll ) {
+void Matrix3::constructAroundRoll(float roll) {
float cosa;
float sina;
- cosa = (float)cos( DegreeToRadian(roll) );
- sina = (float)sin( DegreeToRadian(roll) );
+ cosa = (float)cos(DegreeToRadian(roll));
+ sina = (float)sin(DegreeToRadian(roll));
- right_.set( cosa, -sina, 0.f );
- up_.set( sina, cosa, 0.f );
- at_.set( 0.f, 0.f, 1.f );
+ right_.set(cosa, -sina, 0.f);
+ up_.set(sina, cosa, 0.f);
+ at_.set(0.f, 0.f, 1.f);
}
/*
@@ -95,7 +95,7 @@
*/
// WARNING: Still buggy in some occasions.
-void Matrix3::getPitchYawRoll( float* pPitch, float* pYaw, float* pRoll ) {
+void Matrix3::getPitchYawRoll(float* pPitch, float* pYaw, float* pRoll) {
float D;
float C;
float ftrx;
@@ -104,13 +104,13 @@
float angle_y;
float angle_z;
- angle_y = D = asin( right_.z() ); /* Calculate Y-axis angle */
- C = cos( angle_y );
- angle_y = RadianToDegree( angle_y );
+ angle_y = D = asin(right_.z()); /* Calculate Y-axis angle */
+ C = cos(angle_y);
+ angle_y = RadianToDegree(angle_y);
- if ( fabs( C ) > 0.005 ) { /* Gimball lock? */
+ if (fabs( C ) > 0.005) { /* Gimball lock? */
ftrx = at_.z() / C; /* No, so get X-axis angle */
- ftry = -up_.z() / C;
+ ftry = -up_.z() / C;
angle_x = RadianToDegree(atan2( ftry, ftrx ));
@@ -121,10 +121,10 @@
} else { /* Gimball lock has occurred */
angle_x = 0; /* Set X-axis angle to zqero */
- ftrx = up_.y(); /* And calculate Z-axis angle */
- ftry = up_.x();
+ ftrx = up_.y(); /* And calculate Z-axis angle */
+ ftry = up_.x();
- angle_z = RadianToDegree(atan2( ftry, ftrx ));
+ angle_z = RadianToDegree(atan2(ftry, ftrx));
}
/* return only positive angles in [0,360] */
@@ -145,7 +145,7 @@
float Matrix3::getPitch() {
float pitch;
- getPitchYawRoll( &pitch, 0, 0);
+ getPitchYawRoll(&pitch, 0, 0);
return pitch;
}
@@ -153,7 +153,7 @@
float Matrix3::getYaw() {
float yaw;
- getPitchYawRoll( 0, &yaw, 0);
+ getPitchYawRoll(0, &yaw, 0);
return yaw;
}
@@ -161,20 +161,20 @@
float Matrix3::getRoll() {
float roll;
- getPitchYawRoll( 0, 0, &roll);
+ getPitchYawRoll(0, 0, &roll);
return roll;
}
-void Matrix3::transform( Vector3d* v ) {
+void Matrix3::transform(Vector3d* v) {
float x;
float y;
float z;
- x = v->dotProduct( right_.x(), up_.x(), at_.x() );
- y = v->dotProduct( right_.x(), up_.x(), at_.x() );
- z = v->dotProduct( right_.x(), up_.x(), at_.x() );
+ x = v->dotProduct(right_.x(), up_.x(), at_.x());
+ y = v->dotProduct(right_.x(), up_.x(), at_.x());
+ z = v->dotProduct(right_.x(), up_.x(), at_.x());
- v->set( x, y, z );
+ v->set(x, y, z);
}
Index: matrix4.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/matrix4.cpp,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- matrix4.cpp 25 Feb 2004 08:21:30 -0000 1.4
+++ matrix4.cpp 25 Feb 2004 08:45:56 -0000 1.5
@@ -18,16 +18,16 @@
#include "matrix4.h"
Matrix4::Matrix4( void ) {
- pos_.set( 0.f, 0.f, 0.f );
+ pos_.set(0.f, 0.f, 0.f);
rot_.setAsIdentity();
}
-void Matrix4::translate( float x, float y, float z ) {
+void Matrix4::translate(float x, float y, float z) {
Vector3d v;
- v.set( x, y, z );
+ v.set(x, y, z);
- rot_.transform( &v );
+ rot_.transform(&v);
pos_ += v;
}
Index: matrix4.h
===================================================================
RCS file: /cvsroot/scummvm/residual/matrix4.h,v
retrieving revision 1.4
retrieving revision 1.5
diff -u -d -r1.4 -r1.5
--- matrix4.h 25 Feb 2004 08:21:30 -0000 1.4
+++ matrix4.h 25 Feb 2004 08:45:56 -0000 1.5
@@ -22,12 +22,12 @@
#include "matrix3.h"
// matrix 4 is a rotation matrix + position
-class Matrix4{
+class Matrix4 {
public:
Matrix3 rot_;
Vector3d pos_;
- Matrix4( void );
+ Matrix4();
Matrix4& operator =(const Matrix4& s) {
pos_ = s.pos_;
@@ -40,7 +40,7 @@
Vector3d v;
v = s.pos_;
- rot_.transform( &v );
+ rot_.transform(&v);
pos_+=v;
@@ -49,7 +49,7 @@
return *this;
}
- void translate( float x, float y, float z );
+ void translate(float x, float y, float z);
private:
};
Index: screen.cpp
===================================================================
RCS file: /cvsroot/scummvm/residual/screen.cpp,v
retrieving revision 1.12
retrieving revision 1.13
diff -u -d -r1.12 -r1.13
--- screen.cpp 25 Feb 2004 08:23:46 -0000 1.12
+++ screen.cpp 25 Feb 2004 08:45:56 -0000 1.13
@@ -43,7 +43,7 @@
writePtr = (char *)buffer;
for(i = 0; i < 16; i++) {
- readPtr = zbuffer + (y*16+i) * 640 + (x * 16);
+ readPtr = zbuffer + (y * 16 + i) * 640 + (x * 16);
for(j = 0; j < 16; j++) {
*(writePtr++) = *(readPtr++);
*(writePtr++) = *(readPtr++);
@@ -126,11 +126,11 @@
firstTop = top /16;
width = (right - left) / 16;
- if((right-left)%16)
+ if((right-left) % 16)
width++;
height = (bottom - top) / 16;
- if((bottom - top)%16)
+ if((bottom - top) % 16)
height++;
// temp hack
@@ -165,14 +165,14 @@
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- for(i = 0; i< 40; i++) {
+ for(i = 0; i < 40; i++) {
for(j = 0;j < 30; j++) {
if(screenBlockData[i][j].isDirty) {
glBegin(GL_QUADS);
- glVertex2i(i*16,j*16);
- glVertex2i((i+1)*16,j*16);
- glVertex2i((i+1)*16,(j+1)*16);
- glVertex2i(i*16,(j+1)*16);
+ glVertex2i(i * 16, j * 16);
+ glVertex2i((i + 1) * 16, j * 16);
+ glVertex2i((i + 1) * 16, (j + 1) * 16);
+ glVertex2i(i * 16,(j + 1)*16);
glEnd();
}
}
@@ -208,8 +208,8 @@
width++;
}
for (int y = 0; y < 16; y++) {
- glRasterPos2i(start*16, j*16 + y + 1);
- glDrawPixels(16*width, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, dataTemp+((j*16 +y) * 640)+(start*16));
+ glRasterPos2i(start * 16, j * 16 + y + 1);
+ glDrawPixels(16 * width, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, dataTemp+((j*16 +y) * 640)+(start*16));
}
}
}
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