0ad/source/tools/atlas/GameInterface/Misc.cpp
Ykkrosh cc8bf09cc5 Added 'float' flag to actors - fixes #153.
Fixed creation and selection of entities (and now actors) which float on
water.
Added ctrl+n/o/s keys to actor editor.

This was SVN commit r4417.
2006-09-28 02:05:56 +00:00

76 lines
1.4 KiB
C++

#include "precompiled.h"
// TODO: organise things better, rather than sticking them in Misc
#include "Messages.h"
#include "maths/Vector3D.h"
#include "ps/Game.h"
#include "graphics/GameView.h"
CVector3D AtlasMessage::Position::GetWorldSpace(bool floating) const
{
switch (type)
{
case 0:
return CVector3D(type0.x, type0.y, type0.z);
break;
case 1:
return g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y, floating);
break;
case 2:
debug_warn("Invalid Position acquisition (unchanged without previous)");
return CVector3D(0.f, 0.f, 0.f);
break;
default:
debug_warn("Invalid Position type");
return CVector3D(0.f, 0.f, 0.f);
}
}
CVector3D AtlasMessage::Position::GetWorldSpace(float h, bool floating) const
{
switch (type)
{
case 1:
return g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y, h);
default:
return GetWorldSpace(floating);
}
}
CVector3D AtlasMessage::Position::GetWorldSpace(const CVector3D& prev, bool floating) const
{
switch (type)
{
case 2:
return prev;
default:
return GetWorldSpace(floating);
}
}
void AtlasMessage::Position::GetScreenSpace(float& x, float& y) const
{
switch (type)
{
case 0:
g_Game->GetView()->GetCamera()->GetScreenCoordinates(CVector3D(type0.x, type0.y, type0.x), x, y);
break;
case 1:
x = type1.x;
y = type1.y;
break;
default:
debug_warn("Invalid Position type");
x = y = 0.f;
}
}