Linux Compat, lots of const qualifiers, unused windows includes in
terrainMain.cpp removed This was SVN commit r86.
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@ -35,7 +35,7 @@ void CFrustum::SetNumPlanes (int num)
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m_NumPlanes = 0;
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}
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bool CFrustum::IsPointVisible (CVector3D &point)
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bool CFrustum::IsPointVisible (const CVector3D &point)
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{
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PLANESIDE Side;
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@ -50,7 +50,7 @@ bool CFrustum::IsPointVisible (CVector3D &point)
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return true;
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}
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bool CFrustum::IsSphereVisible (CVector3D ¢er, float radius)
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bool CFrustum::IsSphereVisible (const CVector3D ¢er, float radius)
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{
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for (int i=0; i<m_NumPlanes; i++)
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{
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@ -70,7 +70,7 @@ bool CFrustum::IsSphereVisible (CVector3D ¢er, float radius)
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}
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bool CFrustum::IsBoxVisible (CVector3D &position, SBoundingBox &bounds)
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bool CFrustum::IsBoxVisible (const CVector3D &position, SBoundingBox &bounds)
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{
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//basically for every plane we calculate the furthust point
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//in the box to that plane. If that point is beyond the plane
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@ -41,9 +41,9 @@ class CFrustum
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//The following methods return true if the shape is
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//partially or completely in front of the frustum planes
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bool IsPointVisible (CVector3D &point);
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bool IsSphereVisible (CVector3D ¢er, float radius);
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bool IsBoxVisible (CVector3D &position, SBoundingBox &bounds);
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bool IsPointVisible (const CVector3D &point);
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bool IsSphereVisible (const CVector3D ¢er, float radius);
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bool IsBoxVisible (const CVector3D &position, SBoundingBox &bounds);
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public:
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//make the planes public for ease of use
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@ -17,7 +17,7 @@ CMatrix3D::CMatrix3D ()
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}
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//Matrix multiplication
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CMatrix3D CMatrix3D::operator * (CMatrix3D &matrix)
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CMatrix3D CMatrix3D::operator * (const CMatrix3D &matrix) const
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{
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CMatrix3D Temp;
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@ -105,11 +105,11 @@ CMatrix3D CMatrix3D::operator * (CMatrix3D &matrix)
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}
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//Matrix multiplication/assignment
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CMatrix3D &CMatrix3D::operator *= (CMatrix3D &matrix)
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CMatrix3D &CMatrix3D::operator *= (const CMatrix3D &matrix)
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{
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CMatrix3D &Temp = (*this) * matrix;
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*this = (*this) * matrix;
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return Temp;
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return *this;
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}
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//Sets the identity matrix
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@ -202,7 +202,7 @@ void CMatrix3D::SetTranslation (float x, float y, float z)
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_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
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}
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void CMatrix3D::SetTranslation (CVector3D &vector)
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void CMatrix3D::SetTranslation (const CVector3D &vector)
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{
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SetTranslation (vector.X, vector.Y, vector.Z);
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}
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@ -216,7 +216,7 @@ void CMatrix3D::Translate (float x, float y, float z)
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(*this) = Temp * (*this);
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}
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void CMatrix3D::Translate (CVector3D &vector)
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void CMatrix3D::Translate (const CVector3D &vector)
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{
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Translate (vector.X, vector.Y, vector.Z);
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}
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@ -28,9 +28,9 @@ class CMatrix3D
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CMatrix3D ();
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//Matrix multiplication
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CMatrix3D operator * (CMatrix3D &matrix);
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CMatrix3D operator * (const CMatrix3D &matrix) const;
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//Matrix multiplication/assignment
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CMatrix3D &operator *= (CMatrix3D &matrix);
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CMatrix3D &operator *= (const CMatrix3D &matrix);
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//Sets the identity matrix
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void SetIdentity ();
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@ -51,11 +51,11 @@ class CMatrix3D
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//Sets the translation of the matrix
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void SetTranslation (float x, float y, float z);
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void SetTranslation (CVector3D &vector);
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void SetTranslation (const CVector3D &vector);
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//Applies a translation to the matrix
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void Translate (float x, float y, float z);
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void Translate (CVector3D &vector);
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void Translate (const CVector3D &vector);
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CVector3D GetTranslation ();
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@ -35,7 +35,9 @@ void CPatch::Initialize (STerrainVertex *first_vertex)
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m_Bounds.m_BoxMin.Y = m_Bounds.m_BoxMin.Y = m_pVertices[0].m_Position.Y;
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for (int j=0; j<PATCH_SIZE+1; j++)
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int j;
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for (j=0; j<PATCH_SIZE+1; j++)
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{
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for (int i=0; i<PATCH_SIZE+1; i++)
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{
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@ -63,7 +63,7 @@ void CPlane::Normalize ()
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//returns the side of the plane on which this point
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//lies.
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PLANESIDE CPlane::ClassifyPoint (CVector3D &point)
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PLANESIDE CPlane::ClassifyPoint (const CVector3D &point) const
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{
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float Dist;
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@ -81,7 +81,7 @@ PLANESIDE CPlane::ClassifyPoint (CVector3D &point)
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}
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//solves the plane equation for a particular point
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float CPlane::DistanceToPlane (CVector3D &point)
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float CPlane::DistanceToPlane (const CVector3D &point) const
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{
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float Dist;
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@ -40,10 +40,10 @@ class CPlane
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//returns the side of the plane on which this point
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//lies.
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PLANESIDE ClassifyPoint (CVector3D &point);
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PLANESIDE ClassifyPoint (const CVector3D &point) const;
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//solves the plane equation for a particular point
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float DistanceToPlane (CVector3D &point);
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float DistanceToPlane (const CVector3D &point) const;
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//calculates the intersection point of a line with this
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//plane. Returns false if there is no intersection
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@ -135,8 +135,9 @@ void CRenderer::RenderTerrain (CTerrain *terrain, CCamera *camera)
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else
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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int j;
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for (int j=0; j<NUM_PATCHES_PER_SIDE; j++)
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for (j=0; j<NUM_PATCHES_PER_SIDE; j++)
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{
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for (int i=0; i<NUM_PATCHES_PER_SIDE; i++)
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{
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@ -55,7 +55,9 @@ const u8* data = (const u8*)mem->p;
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if (m_pVertices == NULL)
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return false;
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for (int j=0; j<MAP_SIZE; j++)
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int j;
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for (j=0; j<MAP_SIZE; j++)
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{
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for (int i=0; i<MAP_SIZE; i++)
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{
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@ -57,7 +57,7 @@ int CVector3D::operator ! ()
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}
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//vector addition
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CVector3D CVector3D::operator + (CVector3D &vector)
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CVector3D CVector3D::operator + (const CVector3D &vector) const
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{
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CVector3D Temp;
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@ -69,7 +69,7 @@ CVector3D CVector3D::operator + (CVector3D &vector)
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}
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//vector addition/assignment
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CVector3D &CVector3D::operator += (CVector3D &vector)
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CVector3D &CVector3D::operator += (const CVector3D &vector)
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{
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X += vector.X;
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Y += vector.Y;
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@ -79,7 +79,7 @@ CVector3D &CVector3D::operator += (CVector3D &vector)
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}
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//vector subtraction
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CVector3D CVector3D::operator - (CVector3D &vector)
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CVector3D CVector3D::operator - (const CVector3D &vector) const
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{
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CVector3D Temp;
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@ -91,7 +91,7 @@ CVector3D CVector3D::operator - (CVector3D &vector)
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}
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//vector subtrcation/assignment
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CVector3D &CVector3D::operator -= (CVector3D &vector)
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CVector3D &CVector3D::operator -= (const CVector3D &vector)
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{
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X -= vector.X;
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Y -= vector.Y;
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@ -135,7 +135,7 @@ void CVector3D::Clear ()
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}
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//Dot product
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float CVector3D::Dot (CVector3D &vector)
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float CVector3D::Dot (const CVector3D &vector) const
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{
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return ( X * vector.X +
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Y * vector.Y +
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@ -143,7 +143,7 @@ float CVector3D::Dot (CVector3D &vector)
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}
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//Cross product
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CVector3D CVector3D::Cross (CVector3D &vector)
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CVector3D CVector3D::Cross (const CVector3D &vector) const
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{
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CVector3D Temp;
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@ -30,14 +30,14 @@ class CVector3D
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int operator ! ();
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//vector addition
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CVector3D operator + (CVector3D &vector);
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CVector3D operator + (const CVector3D &vector) const;
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//vector addition/assignment
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CVector3D &operator += (CVector3D &vector);
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CVector3D &operator += (const CVector3D &vector);
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//vector subtraction
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CVector3D operator - (CVector3D &vector);
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CVector3D operator - (const CVector3D &vector) const;
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//vector subtraction/assignment
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CVector3D &operator -= (CVector3D &vector);
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CVector3D &operator -= (const CVector3D &vector);
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//scalar multiplication
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CVector3D operator * (float value);
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@ -49,9 +49,9 @@ class CVector3D
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void Clear ();
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//Dot product
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float Dot (CVector3D &vector);
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float Dot (const CVector3D &vector) const;
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//Cross product
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CVector3D Cross (CVector3D &vector);
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CVector3D Cross (const CVector3D &vector) const;
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//Returns length of the vector
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float GetLength ();
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@ -8,7 +8,7 @@
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#include "tex.h"
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// TODO: fix scrolling hack - framerate independent, use SDL
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#include "win.h" // REMOVEME
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//#include "win.h" // REMOVEME
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void InitScene ();
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void InitResources ();
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@ -59,9 +59,9 @@ void terr_update()
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g_FrameCounter++;
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/////////////////////////////////////////////
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POINT MousePos;
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/*POINT MousePos;
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GetCursorPos (&MousePos);
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GetCursorPos (&MousePos);*/
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CVector3D right(1,0,1);
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CVector3D up(1,0,-1);
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right.Normalize ();
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@ -84,7 +84,7 @@ g_FrameCounter++;
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if(keys[SDLK_KP_MINUS])
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if (fov+d < DEGTORAD(90))
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g_Camera.SetProjection (1, 1000, fov + d);
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if(keys[SDLK_KP_ADD])
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if(keys[SDLK_KP_PLUS])
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if (fov-d > DEGTORAD(20))
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g_Camera.SetProjection (1, 1000, fov - d);
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