0ad/source/tools/atlas/GameInterface/Misc.cpp
Ykkrosh f45c44ca09 Rotated various things (terrain texture UVs, default light and camera angles) by 45 degrees.
Map XML: Store camera position. Stopped using DTDs (because they make it
too hard to change the XML structure without breaking all the old XML
files).
Game.h: Include fewer files, to make compilation sometimes faster.
World: Changed some things to not be singletons, since they were
(ab)used as CWorld members.

This was SVN commit r3670.
2006-03-21 20:55:45 +00:00

78 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"
void AtlasMessage::Position::GetWorldSpace(CVector3D& vec) const
{
switch (type)
{
case 0:
vec.Set(type0.x, type0.y, type0.z);
break;
case 1:
vec = g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y);
break;
case 2:
debug_warn("Invalid Position acquisition (unchanged without previous)");
vec.Set(0.f, 0.f, 0.f);
break;
default:
debug_warn("Invalid Position type");
vec.Set(0.f, 0.f, 0.f);
}
}
void AtlasMessage::Position::GetWorldSpace(CVector3D& vec, float h) const
{
switch (type)
{
case 1:
vec = g_Game->GetView()->GetCamera()->GetWorldCoordinates(type1.x, type1.y, h);
break;
default:
GetWorldSpace(vec);
}
}
void AtlasMessage::Position::GetWorldSpace(CVector3D& vec, const CVector3D& prev) const
{
switch (type)
{
case 2:
vec = prev;
break;
default:
GetWorldSpace(vec);
}
}
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;
}
}