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SetPosition, final part
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@ -3186,10 +3186,10 @@ CAutomobile::PlaceOnRoadProperly(void)
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float c = Cos(angle);
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float s = Sin(angle);
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GetRight() = CVector((front.y - rear.y)/len, -(front.x - rear.x)/len, 0.0f);
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GetForward() = CVector(-c*GetRight().y, c*GetRight().x, s);
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GetUp() = CrossProduct(GetRight(), GetForward());
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GetPosition() = CVector((front.x + rear.x)/2.0f, (front.y + rear.y)/2.0f, (frontZ + rearZ)/2.0f + GetHeightAboveRoad());
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GetMatrix().GetRight() = CVector((front.y - rear.y) / len, -(front.x - rear.x) / len, 0.0f);
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GetMatrix().GetForward() = CVector(-c * GetRight().y, c * GetRight().x, s);
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GetMatrix().GetUp() = CrossProduct(GetRight(), GetForward());
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GetMatrix().GetPosition() = CVector((front.x + rear.x) / 2.0f, (front.y + rear.y) / 2.0f, (frontZ + rearZ) / 2.0f + GetHeightAboveRoad());
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}
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void
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@ -4408,7 +4408,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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if(GetUp().z > 0.0f){
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// simulate fast upward movement if going fast
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float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr();
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obj->GetPosition() += GetUp()*speed;
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obj->GetMatrix().Translate(GetUp()*speed);
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}
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}
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obj->ApplyMoveForce(dist);
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@ -359,8 +359,8 @@ CPlane::ProcessControl(void)
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CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p;
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// Now set matrix
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GetPosition() = (posRear + posFront)/2.0f;
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GetPosition().z += 4.3f;
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GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
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GetMatrix().GetPosition().z += 4.3f;
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CVector fwd = posFront - posRear;
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fwd.Normalise();
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if(pitch != 0.0f){
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@ -375,9 +375,9 @@ CPlane::ProcessControl(void)
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right.z += 3.0f*roll.z;
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right.Normalise();
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CVector up = CrossProduct(right, fwd);
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GetRight() = right;
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GetUp() = up;
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GetForward() = fwd;
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GetMatrix().GetRight() = right;
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GetMatrix().GetUp() = up;
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GetMatrix().GetForward() = fwd;
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// Set speed
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m_vecMoveSpeed = fwd*PlanePathSpeed[m_nPlaneId]/60.0f;
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@ -511,8 +511,8 @@ CPlane::ProcessControl(void)
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CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p;
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// Now set matrix
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GetPosition() = (posRear + posFront)/2.0f;
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GetPosition().z += 1.0f;
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GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
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GetMatrix().GetPosition().z += 1.0f;
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CVector fwd = posFront - posRear;
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fwd.Normalise();
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CVector fwd2 = posFront2 - posRear;
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@ -522,9 +522,9 @@ CPlane::ProcessControl(void)
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right.z += 3.0f*roll.z;
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right.Normalise();
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CVector up = CrossProduct(right, fwd);
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GetRight() = right;
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GetUp() = up;
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GetForward() = fwd;
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GetMatrix().GetRight() = right;
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GetMatrix().GetUp() = up;
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GetMatrix().GetForward() = fwd;
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// Set speed
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m_vecMoveSpeed = fwd*planePathSpeed/60.0f;
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