Ykkrosh
ec69bccb2c
- Made some classes not be singletons, since there's no reason why they should be. - Made them non-global too (because globals have unclear lifetimes, and make it harder to test things, etc). They're now owned by CGameView and CWorld, and mostly accessed via g_Game or arguments (vaguely trying to avoid the graphics code calling into the game code). - Moved CGameView implementation into pimpl, so the header file isn't so heavy. - Changed a few pointers into references, to indicate that they're never NULL. This was SVN commit r4756.
77 lines
1.4 KiB
C++
77 lines
1.4 KiB
C++
#include "precompiled.h"
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// TODO: organise things better, rather than sticking them in Misc
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#include "Messages.h"
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#include "maths/Vector3D.h"
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#include "ps/Game.h"
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#include "graphics/GameView.h"
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#include "graphics/Camera.h"
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CVector3D AtlasMessage::Position::GetWorldSpace(bool floating) const
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{
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switch (type)
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{
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case 0:
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return CVector3D(type0.x, type0.y, type0.z);
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break;
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case 1:
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return g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y, floating);
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break;
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case 2:
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debug_warn("Invalid Position acquisition (unchanged without previous)");
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return CVector3D(0.f, 0.f, 0.f);
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break;
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default:
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debug_warn("Invalid Position type");
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return CVector3D(0.f, 0.f, 0.f);
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}
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}
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CVector3D AtlasMessage::Position::GetWorldSpace(float h, bool floating) const
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{
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switch (type)
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{
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case 1:
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return g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y, h);
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default:
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return GetWorldSpace(floating);
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}
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}
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CVector3D AtlasMessage::Position::GetWorldSpace(const CVector3D& prev, bool floating) const
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{
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switch (type)
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{
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case 2:
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return prev;
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default:
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return GetWorldSpace(floating);
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}
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}
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void AtlasMessage::Position::GetScreenSpace(float& x, float& y) const
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{
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switch (type)
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{
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case 0:
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g_Game->GetView()->GetCamera()->GetScreenCoordinates(CVector3D(type0.x, type0.y, type0.x), x, y);
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break;
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case 1:
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x = type1.x;
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y = type1.y;
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break;
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default:
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debug_warn("Invalid Position type");
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x = y = 0.f;
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}
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}
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