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authorepoch <epoch@hacking.allowed.org>2020-06-03 04:17:40 -0500
committerepoch <epoch@hacking.allowed.org>2020-06-03 04:17:40 -0500
commitd81cae390c480f689cb2bd2dd6f1f48fc3cf0224 (patch)
treeb1251ef26674b3243fed8ea9d7bd4da6f5d59891 /src
parentb2eb287d79dac568e2f5104424720ee8ffa618b5 (diff)
downloadhackvr-d81cae390c480f689cb2bd2dd6f1f48fc3cf0224.tar.gz
hackvr-d81cae390c480f689cb2bd2dd6f1f48fc3cf0224.zip
mass rename of group_rot to group_rel
Diffstat (limited to 'src')
-rw-r--r--src/graphics_c3_freeglut.c12
-rw-r--r--src/graphics_cs_x11.c2
-rw-r--r--src/physics.c17
3 files changed, 16 insertions, 15 deletions
diff --git a/src/graphics_c3_freeglut.c b/src/graphics_c3_freeglut.c
index 2276aa8..30b21e0 100644
--- a/src/graphics_c3_freeglut.c
+++ b/src/graphics_c3_freeglut.c
@@ -196,7 +196,7 @@ void draw_c3_shape(c3_s_t s) {//outlined. needs to be filled? //draw minimap shi
s2.len=s.len;
s3.id=s.id;
s3.len=s.len;
- c3_group_rot_t *gr=get_group_relative(s.id);
+ c3_group_rel_t *gr=get_group_relative(s.id);
if(s.len > 1) {
for(i=0;i<s.len+(s.len==1);i++) {//apply the group's rotation and store in s2.
if(gr) {
@@ -293,7 +293,7 @@ real shitdist(struct c3_shape *s,c3_t p) {//this function is a killer. :/
int i;
real curdist=0;
real maxdist=0;
- c3_group_rot_t *gr=get_group_relative(s->id);
+ c3_group_rel_t *gr=get_group_relative(s->id);
for(i=0;i< s->len+(s->len==1);i++) {
if(gr) {
curdist=shitdist2(global.camera.p,rotate_c3_yr(c3_add(gr->p,s->p[i]),gr->p,d2r(gr->r.y)));
@@ -308,7 +308,7 @@ real shitdist(struct c3_shape *s,c3_t p) {//this function is a killer. :/
/*
real total=0;
for(i=0;i< s->len+(s->len==1);i++) {
- c3_group_rot_t *gr=get_group_relative(s->id);
+ c3_group_rel_t *gr=get_group_relative(s->id);
total=total+shitdist2(
rotate_c3_yr(//we're rotating the point around the camera...
gr?
@@ -430,7 +430,7 @@ int graphics_sub_init() {
void draw_screen() {//welp... do something here.
int i,j;
- c3_group_rot_t *gr;
+ c3_group_rel_t *gr;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
//for each object:
@@ -483,8 +483,8 @@ int graphics_init() {
global.shape[0]=0;//we'll allocate as we need more.
global.camera.id=strdup(global.user);//make a copy so if we change global.user later we can reattach to this camera.
- global.group_rot[0]=&global.camera;//why do we have the camera in here? we need to prevent this from getting deleted.
- global.group_rot[1]=0;
+ global.group_rel[0]=&global.camera;//why do we have the camera in here? we need to prevent this from getting deleted.
+ global.group_rel[1]=0;
global.camera.p.x=0;
global.camera.p.y=10;//10 units above the ground should be as low as it goes.
diff --git a/src/graphics_cs_x11.c b/src/graphics_cs_x11.c
index 8bf8cfa..0395a38 100644
--- a/src/graphics_cs_x11.c
+++ b/src/graphics_cs_x11.c
@@ -255,7 +255,7 @@ void x11_keypress_handler(XKeyEvent *xkey,int x,int y) {
radians tmprad2;
real tmpx;
int i;
- c3_group_rot_t *gr;
+ c3_group_rel_t *gr;
int sym=XLookupKeysym(xkey,0);
real tmpz;
switch(gra_global.input_mode) {
diff --git a/src/physics.c b/src/physics.c
index 2818587..22c6cc8 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -18,15 +18,16 @@ rotation-relative-x,rry,rrz
*/
int apply_physics() {
//int i;
- //we can just assume things will float if they don't have a group_rot
+ //we can just assume things will float if they don't have a group_rel
/*
- for(i=0;global.group_rot[i] && i < MAXSHAPES;i++) {//this should be applied to group_rots
- if(!strcmp(global.group_rot[i]->id,global.user)) {//only apply gravity to the camera.
- global.group_rot[i]->v.y += (GRAVITY / (float)(global.lps?global.lps:1)); //heh. "fps" needs a headless equivalent now.
- global.group_rot[i]->p.y -= global.group_rot[i]->v.y;
- if(global.group_rot[i]->p.y < MINIMUM_Y) {//we've moved so we need to output a move command?
- global.group_rot[i]->v.y=0;
- global.group_rot[i]->p.y=MINIMUM_Y;
+ //this needs a big rewrite anyway
+ for(i=0;global.group_rel[i] && i < MAXSHAPES;i++) {//this should be applied to group_rels
+ if(!strcmp(global.group_rel[i]->id,global.user)) {//only apply gravity to the camera.
+ global.group_rel[i]->v.y += (GRAVITY / (float)(global.lps?global.lps:1)); //heh. "fps" needs a headless equivalent now.
+ global.group_rel[i]->p.y -= global.group_rel[i]->v.y;
+ if(global.group_rel[i]->p.y < MINIMUM_Y) {//we've moved so we need to output a move command?
+ global.group_rel[i]->v.y=0;
+ global.group_rel[i]->p.y=MINIMUM_Y;
}
}
}*/