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https://github.com/halpz/re3.git
synced 2025-06-26 22:06:22 +00:00
added wrappers around math functions
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@ -53,7 +53,7 @@ CClouds::Shutdown(void)
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void
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CClouds::Update(void)
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{
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float s = sin(TheCamera.Orientation - 0.85f);
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float s = Sin(TheCamera.Orientation - 0.85f);
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CloudRotation += CWeather::Wind*s*0.0025f;
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IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f;
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}
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@ -81,7 +81,7 @@ CClouds::Render(void)
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float coverage = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage;
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// Moon
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int moonfadeout = abs(minute - 180); // fully visible at 3AM
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int moonfadeout = Abs(minute - 180); // fully visible at 3AM
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if(moonfadeout < 180){ // fade in/out 3 hours
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int brightness = (1.0f - coverage) * (180 - moonfadeout);
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RwV3d pos = { 0.0f, -100.0f, 15.0f };
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@ -169,8 +169,8 @@ CClouds::Render(void)
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}
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// Fluffy clouds
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float rot_sin = sin(CloudRotation);
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float rot_cos = cos(CloudRotation);
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float rot_sin = Sin(CloudRotation);
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float rot_cos = Cos(CloudRotation);
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int fluffyalpha = 160 * (1.0f - CWeather::Foggyness);
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if(fluffyalpha != 0){
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static float CoorsOffsetX[37] = {
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@ -210,7 +210,7 @@ CClouds::Render(void)
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worldpos.z = pos.z;
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if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
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float sundist = sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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int tr = CTimeCycle::GetFluffyCloudsTopRed();
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int tg = CTimeCycle::GetFluffyCloudsTopGreen();
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int tb = CTimeCycle::GetFluffyCloudsTopBlue();
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@ -302,7 +302,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
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int16 botred, int16 botgreen, int16 botblue, int16 alpha)
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{
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RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera));
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float c = sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
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float c = Sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
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if(c > 1.0f)
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c = 1.0f;
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ms_cameraRoll = acos(c);
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@ -424,7 +424,7 @@ CClouds::RenderHorizon(void)
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SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f);
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float b = TheCamera.GetUp().z < 0.0f ?
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SCREEN_HEIGHT :
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SCREEN_HEIGHT * fabs(TheCamera.GetRight().z);
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SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
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float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
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z2 = min(z2, SCREEN_HEIGHT);
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CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
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@ -286,8 +286,8 @@ CCoronas::Render(void)
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// if distance too big, break streak
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if(aCoronas[i].hasValue[1]){
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if(fabs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f ||
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fabs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f)
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if(Abs(aCoronas[i].prevX[0] - aCoronas[i].prevX[1]) > 50.0f ||
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Abs(aCoronas[i].prevY[0] - aCoronas[i].prevY[1]) > 50.0f)
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aCoronas[i].hasValue[0] = false;
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}
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}
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@ -173,7 +173,7 @@ void CHud::Draw()
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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float fStep = sin((CTimer::GetTimeInMilliseconds() & 1023) * 0.0061328127);
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float fStep = Sin((CTimer::GetTimeInMilliseconds() & 1023) * 0.0061328127);
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float fMultBright = SpriteBrightness * 0.03f * (0.25f * fStep + 0.75f);
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CRect rect;
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#ifndef ASPECT_RATIO_SCALE
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@ -299,8 +299,8 @@ void CParticle::Initialise()
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{
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float angle = DEGTORAD(float(i) * float(360.0f / SIN_COS_TABLE_SIZE));
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m_SinTable[i] = sin(angle);
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m_CosTable[i] = cos(angle);
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m_SinTable[i] = Sin(angle);
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m_CosTable[i] = Cos(angle);
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}
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int32 slot = CTxdStore::FindTxdSlot("particle");
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@ -1599,7 +1599,7 @@ void CParticle::Render()
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fTrailLength = fDist;
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//Float fRot = atan2( vecDist.x / fDist, sqrtf(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) );
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//Float fRot = Atan2( vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) );
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float fRot = asinf(vecDist.x / fDist);
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fRotation = fRot;
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@ -1651,7 +1651,7 @@ void CParticle::Render()
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fTrailLength = fDist;
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//Float fRot = atan2(vecDist.x / fDist, sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)));
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//Float fRot = Atan2(vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)));
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float fRot = asinf(vecDist.x / fDist);
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fRotation = fRot;
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@ -33,7 +33,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo
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return;
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dist = coors - TheCamera.GetPosition();
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if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){
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if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){
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distance = dist.Magnitude();
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if(distance < MAX_DIST){
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aLights[NumLights].type = type;
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@ -73,9 +73,9 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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// same weird distance calculation. simplified here
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dist = aLights[i].coors - *objCoors;
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radius = aLights[i].radius;
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if(fabs(dist.x) < radius &&
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fabs(dist.y) < radius &&
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fabs(dist.z) < radius){
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if(Abs(dist.x) < radius &&
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Abs(dist.y) < radius &&
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Abs(dist.z) < radius){
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distance = dist.Magnitude();
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if(distance < radius){
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@ -217,7 +217,7 @@ CPointLights::RenderFogEffect(void)
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// more intensity the closer to light source
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intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
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// more intensity the closer to line
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intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH);
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
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@ -251,11 +251,11 @@ CPointLights::RenderFogEffect(void)
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float lightdist = sqrt(sq(dx) + sq(dy));
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float lightdist = Sqrt(sq(dx) + sq(dy));
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if(lightdist < FOG_AREA_RADIUS){
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dx = xi - TheCamera.GetPosition().x;
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dy = yi - TheCamera.GetPosition().y;
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float camdist = sqrt(sq(dx) + sq(dy));
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float camdist = Sqrt(sq(dx) + sq(dy));
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if(camdist < MAX_DIST){
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float intensity;
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// distance fade
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@ -135,8 +135,8 @@ CSprite::RenderOneXLUSprite(float x, float y, float z, float w, float h, uint8 r
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void
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CSprite::RenderOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
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{
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -261,8 +261,8 @@ CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension(float x, float y, float z,
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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// TODO: replace with lookup
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -313,8 +313,8 @@ void
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CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(float x, float y, float z, float w, float h, uint8 r, uint8 g, uint8 b, int16 intens, float recipz, float rotation, uint8 a)
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -365,8 +365,8 @@ void
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CSprite::RenderBufferedOneXLUSprite_Rotate_2Colours(float x, float y, float z, float w, float h, uint8 r1, uint8 g1, uint8 b1, uint8 r2, uint8 g2, uint8 b2, float cx, float cy, float recipz, float rotation, uint8 a)
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{
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m_bFlushSpriteBufferSwitchZTest = 0;
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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float xs[4];
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float ys[4];
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@ -572,8 +572,8 @@ CSprite::RenderBufferedOneXLUSprite2D_Rotate_Dimension(float x, float y, float w
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{
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m_bFlushSpriteBufferSwitchZTest = 1;
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CRGBA col(intens * colour.red >> 8, intens * colour.green >> 8, intens * colour.blue >> 8, alpha);
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float c = cos(DEGTORAD(rotation));
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float s = sin(DEGTORAD(rotation));
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float c = Cos(DEGTORAD(rotation));
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float s = Sin(DEGTORAD(rotation));
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Set6Vertices2D(&SpriteBufferVerts[6 * nSpriteBufferIndex],
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x + c*w - s*h,
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@ -299,9 +299,9 @@ CTimeCycle::Update(void)
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float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
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CVector &sunPos = GetSunPosition();
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sunPos.x = sinf(sunAngle);
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sunPos.x = Sin(sunAngle);
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sunPos.y = 1.0f;
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sunPos.z = 0.2f - cosf(sunAngle);
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sunPos.z = 0.2f - Cos(sunAngle);
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sunPos.Normalise();
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CShadows::CalcPedShadowValues(sunPos,
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