Linux Compat, lots of const qualifiers, unused windows includes in

terrainMain.cpp removed

This was SVN commit r86.
This commit is contained in:
Simon Brenner 2003-11-25 02:15:59 +00:00
parent 895d2486b5
commit b732a1e1c5
12 changed files with 51 additions and 46 deletions

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@ -35,7 +35,7 @@ void CFrustum::SetNumPlanes (int num)
m_NumPlanes = 0;
}
bool CFrustum::IsPointVisible (CVector3D &point)
bool CFrustum::IsPointVisible (const CVector3D &point)
{
PLANESIDE Side;
@ -50,7 +50,7 @@ bool CFrustum::IsPointVisible (CVector3D &point)
return true;
}
bool CFrustum::IsSphereVisible (CVector3D &center, float radius)
bool CFrustum::IsSphereVisible (const CVector3D &center, float radius)
{
for (int i=0; i<m_NumPlanes; i++)
{
@ -70,7 +70,7 @@ bool CFrustum::IsSphereVisible (CVector3D &center, float radius)
}
bool CFrustum::IsBoxVisible (CVector3D &position, SBoundingBox &bounds)
bool CFrustum::IsBoxVisible (const CVector3D &position, SBoundingBox &bounds)
{
//basically for every plane we calculate the furthust point
//in the box to that plane. If that point is beyond the plane

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@ -41,9 +41,9 @@ class CFrustum
//The following methods return true if the shape is
//partially or completely in front of the frustum planes
bool IsPointVisible (CVector3D &point);
bool IsSphereVisible (CVector3D &center, float radius);
bool IsBoxVisible (CVector3D &position, SBoundingBox &bounds);
bool IsPointVisible (const CVector3D &point);
bool IsSphereVisible (const CVector3D &center, float radius);
bool IsBoxVisible (const CVector3D &position, SBoundingBox &bounds);
public:
//make the planes public for ease of use
@ -53,4 +53,4 @@ class CFrustum
int m_NumPlanes;
};
#endif
#endif

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@ -17,7 +17,7 @@ CMatrix3D::CMatrix3D ()
}
//Matrix multiplication
CMatrix3D CMatrix3D::operator * (CMatrix3D &matrix)
CMatrix3D CMatrix3D::operator * (const CMatrix3D &matrix) const
{
CMatrix3D Temp;
@ -105,11 +105,11 @@ CMatrix3D CMatrix3D::operator * (CMatrix3D &matrix)
}
//Matrix multiplication/assignment
CMatrix3D &CMatrix3D::operator *= (CMatrix3D &matrix)
CMatrix3D &CMatrix3D::operator *= (const CMatrix3D &matrix)
{
CMatrix3D &Temp = (*this) * matrix;
*this = (*this) * matrix;
return Temp;
return *this;
}
//Sets the identity matrix
@ -202,7 +202,7 @@ void CMatrix3D::SetTranslation (float x, float y, float z)
_41=0.0f; _42=0.0f; _43=0.0f; _44=1.0f;
}
void CMatrix3D::SetTranslation (CVector3D &vector)
void CMatrix3D::SetTranslation (const CVector3D &vector)
{
SetTranslation (vector.X, vector.Y, vector.Z);
}
@ -216,7 +216,7 @@ void CMatrix3D::Translate (float x, float y, float z)
(*this) = Temp * (*this);
}
void CMatrix3D::Translate (CVector3D &vector)
void CMatrix3D::Translate (const CVector3D &vector)
{
Translate (vector.X, vector.Y, vector.Z);
}

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@ -28,9 +28,9 @@ class CMatrix3D
CMatrix3D ();
//Matrix multiplication
CMatrix3D operator * (CMatrix3D &matrix);
CMatrix3D operator * (const CMatrix3D &matrix) const;
//Matrix multiplication/assignment
CMatrix3D &operator *= (CMatrix3D &matrix);
CMatrix3D &operator *= (const CMatrix3D &matrix);
//Sets the identity matrix
void SetIdentity ();
@ -51,11 +51,11 @@ class CMatrix3D
//Sets the translation of the matrix
void SetTranslation (float x, float y, float z);
void SetTranslation (CVector3D &vector);
void SetTranslation (const CVector3D &vector);
//Applies a translation to the matrix
void Translate (float x, float y, float z);
void Translate (CVector3D &vector);
void Translate (const CVector3D &vector);
CVector3D GetTranslation ();
@ -85,4 +85,4 @@ class CMatrix3D
CVector3D Rotate (CVector3D &vector);
};
#endif
#endif

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@ -35,7 +35,9 @@ void CPatch::Initialize (STerrainVertex *first_vertex)
m_Bounds.m_BoxMin.Y = m_Bounds.m_BoxMin.Y = m_pVertices[0].m_Position.Y;
for (int j=0; j<PATCH_SIZE+1; j++)
int j;
for (j=0; j<PATCH_SIZE+1; j++)
{
for (int i=0; i<PATCH_SIZE+1; i++)
{

View File

@ -63,7 +63,7 @@ void CPlane::Normalize ()
//returns the side of the plane on which this point
//lies.
PLANESIDE CPlane::ClassifyPoint (CVector3D &point)
PLANESIDE CPlane::ClassifyPoint (const CVector3D &point) const
{
float Dist;
@ -81,7 +81,7 @@ PLANESIDE CPlane::ClassifyPoint (CVector3D &point)
}
//solves the plane equation for a particular point
float CPlane::DistanceToPlane (CVector3D &point)
float CPlane::DistanceToPlane (const CVector3D &point) const
{
float Dist;
@ -135,4 +135,4 @@ bool CPlane::FindRayIntersection (CVector3D &start, CVector3D &direction, CVecto
CVector3D a;
*intsect = start - (direction * (DistanceToPlane (start)/dot));
return true;
}
}

View File

@ -40,10 +40,10 @@ class CPlane
//returns the side of the plane on which this point
//lies.
PLANESIDE ClassifyPoint (CVector3D &point);
PLANESIDE ClassifyPoint (const CVector3D &point) const;
//solves the plane equation for a particular point
float DistanceToPlane (CVector3D &point);
float DistanceToPlane (const CVector3D &point) const;
//calculates the intersection point of a line with this
//plane. Returns false if there is no intersection
@ -55,4 +55,4 @@ class CPlane
float m_Dist; //Plane distance (ie D in the plane eq.)
};
#endif
#endif

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@ -135,8 +135,9 @@ void CRenderer::RenderTerrain (CTerrain *terrain, CCamera *camera)
else
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
int j;
for (int j=0; j<NUM_PATCHES_PER_SIDE; j++)
for (j=0; j<NUM_PATCHES_PER_SIDE; j++)
{
for (int i=0; i<NUM_PATCHES_PER_SIDE; i++)
{

View File

@ -55,7 +55,9 @@ const u8* data = (const u8*)mem->p;
if (m_pVertices == NULL)
return false;
for (int j=0; j<MAP_SIZE; j++)
int j;
for (j=0; j<MAP_SIZE; j++)
{
for (int i=0; i<MAP_SIZE; i++)
{
@ -192,4 +194,4 @@ void CTerrain::SetNeighbors ()
}
}
}
}

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@ -57,7 +57,7 @@ int CVector3D::operator ! ()
}
//vector addition
CVector3D CVector3D::operator + (CVector3D &vector)
CVector3D CVector3D::operator + (const CVector3D &vector) const
{
CVector3D Temp;
@ -69,7 +69,7 @@ CVector3D CVector3D::operator + (CVector3D &vector)
}
//vector addition/assignment
CVector3D &CVector3D::operator += (CVector3D &vector)
CVector3D &CVector3D::operator += (const CVector3D &vector)
{
X += vector.X;
Y += vector.Y;
@ -79,7 +79,7 @@ CVector3D &CVector3D::operator += (CVector3D &vector)
}
//vector subtraction
CVector3D CVector3D::operator - (CVector3D &vector)
CVector3D CVector3D::operator - (const CVector3D &vector) const
{
CVector3D Temp;
@ -91,7 +91,7 @@ CVector3D CVector3D::operator - (CVector3D &vector)
}
//vector subtrcation/assignment
CVector3D &CVector3D::operator -= (CVector3D &vector)
CVector3D &CVector3D::operator -= (const CVector3D &vector)
{
X -= vector.X;
Y -= vector.Y;
@ -135,7 +135,7 @@ void CVector3D::Clear ()
}
//Dot product
float CVector3D::Dot (CVector3D &vector)
float CVector3D::Dot (const CVector3D &vector) const
{
return ( X * vector.X +
Y * vector.Y +
@ -143,7 +143,7 @@ float CVector3D::Dot (CVector3D &vector)
}
//Cross product
CVector3D CVector3D::Cross (CVector3D &vector)
CVector3D CVector3D::Cross (const CVector3D &vector) const
{
CVector3D Temp;
@ -178,4 +178,4 @@ SColor4ub CVector3D::ConvertToColor (float alpha_factor)
color.A = (unsigned char)(255.0f * alpha_factor);
return color;
}
}

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@ -30,14 +30,14 @@ class CVector3D
int operator ! ();
//vector addition
CVector3D operator + (CVector3D &vector);
CVector3D operator + (const CVector3D &vector) const;
//vector addition/assignment
CVector3D &operator += (CVector3D &vector);
CVector3D &operator += (const CVector3D &vector);
//vector subtraction
CVector3D operator - (CVector3D &vector);
CVector3D operator - (const CVector3D &vector) const;
//vector subtraction/assignment
CVector3D &operator -= (CVector3D &vector);
CVector3D &operator -= (const CVector3D &vector);
//scalar multiplication
CVector3D operator * (float value);
@ -49,9 +49,9 @@ class CVector3D
void Clear ();
//Dot product
float Dot (CVector3D &vector);
float Dot (const CVector3D &vector) const;
//Cross product
CVector3D Cross (CVector3D &vector);
CVector3D Cross (const CVector3D &vector) const;
//Returns length of the vector
float GetLength ();
@ -62,4 +62,4 @@ class CVector3D
};
#endif
#endif

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@ -8,7 +8,7 @@
#include "tex.h"
// TODO: fix scrolling hack - framerate independent, use SDL
#include "win.h" // REMOVEME
//#include "win.h" // REMOVEME
void InitScene ();
void InitResources ();
@ -59,9 +59,9 @@ void terr_update()
g_FrameCounter++;
/////////////////////////////////////////////
POINT MousePos;
/*POINT MousePos;
GetCursorPos (&MousePos);
GetCursorPos (&MousePos);*/
CVector3D right(1,0,1);
CVector3D up(1,0,-1);
right.Normalize ();
@ -84,7 +84,7 @@ g_FrameCounter++;
if(keys[SDLK_KP_MINUS])
if (fov+d < DEGTORAD(90))
g_Camera.SetProjection (1, 1000, fov + d);
if(keys[SDLK_KP_ADD])
if(keys[SDLK_KP_PLUS])
if (fov-d > DEGTORAD(20))
g_Camera.SetProjection (1, 1000, fov - d);