Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+16 -16
View File
@@ -10,24 +10,24 @@ WaterMapV1::~WaterMapV1() {
}
}
WaterRegionType WaterMapV1::ReturnRegionType(float y, float x, float z) const {
return BSPReturnRegionType(1, y, x, z);
WaterRegionType WaterMapV1::ReturnRegionType(const glm::vec3& location) const {
return BSPReturnRegionType(1, location);
}
bool WaterMapV1::InWater(float y, float x, float z) const {
return ReturnRegionType(y, x, z) == RegionTypeWater;
bool WaterMapV1::InWater(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeWater;
}
bool WaterMapV1::InVWater(float y, float x, float z) const {
return ReturnRegionType(y, x, z) == RegionTypeVWater;
bool WaterMapV1::InVWater(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeVWater;
}
bool WaterMapV1::InLava(float y, float x, float z) const {
return ReturnRegionType(y, x, z) == RegionTypeLava;
bool WaterMapV1::InLava(const glm::vec3& location) const {
return ReturnRegionType(location) == RegionTypeLava;
}
bool WaterMapV1::InLiquid(float y, float x, float z) const {
return InWater(y, x, z) || InLava(y, x, z);
bool WaterMapV1::InLiquid(const glm::vec3& location) const {
return InWater(location) || InLava(location);
}
bool WaterMapV1::Load(FILE *fp) {
@@ -48,7 +48,7 @@ bool WaterMapV1::Load(FILE *fp) {
return true;
}
WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, float y, float x, float z) const {
WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, const glm::vec3& location) const {
float distance;
const ZBSP_Node *current_node = &BSP_Root[node_number - 1];
@@ -58,9 +58,9 @@ WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, float y, floa
return (WaterRegionType)current_node->special;
}
distance = (x * current_node->normal[0]) +
(y * current_node->normal[1]) +
(z * current_node->normal[2]) +
distance = (location.x * current_node->normal[0]) +
(location.y * current_node->normal[1]) +
(location.z * current_node->normal[2]) +
current_node->splitdistance;
if (distance == 0.0f) {
@@ -71,12 +71,12 @@ WaterRegionType WaterMapV1::BSPReturnRegionType(int32 node_number, float y, floa
if (current_node->left == 0) {
return(RegionTypeNormal);
}
return BSPReturnRegionType(current_node->left, y, x, z);
return BSPReturnRegionType(current_node->left, location);
}
if (current_node->right == 0) {
return(RegionTypeNormal);
}
return BSPReturnRegionType(current_node->right, y, x, z);
return BSPReturnRegionType(current_node->right, location);
}