X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fwarpzonelib%2Fanglestransform.qc;h=e8a455b6ee25548bf67e22c68c15fd3e1626089d;hp=bb10e564e56ff2ac11341631d6f6a6778fd74e7d;hb=21f6206d1928dfe54da1c255a7060b3ea0319713;hpb=ba0988ca930f50286f8cf3b6c114ebc6584964af diff --git a/qcsrc/warpzonelib/anglestransform.qc b/qcsrc/warpzonelib/anglestransform.qc index bb10e564e5..e8a455b6ee 100644 --- a/qcsrc/warpzonelib/anglestransform.qc +++ b/qcsrc/warpzonelib/anglestransform.qc @@ -1,10 +1,10 @@ #if defined(CSQC) - #include "../dpdefs/csprogsdefs.qc" + #include "../dpdefs/csprogsdefs.qh" #include "anglestransform.qh" #elif defined(MENUQC) #elif defined(SVQC) - #include "../dpdefs/progsdefs.qc" - #include "../dpdefs/dpextensions.qc" + #include "../dpdefs/progsdefs.qh" + #include "../dpdefs/dpextensions.qh" #include "anglestransform.qh" #endif @@ -13,21 +13,21 @@ vector fixedvectoangles(vector a) { vector ang; ang = vectoangles(a); - ang_x = -ang.x; + ang.x = -ang.x; return ang; } vector fixedvectoangles2(vector a, vector b) { vector ang; ang = vectoangles2(a, b); - ang_x = -ang.x; + ang.x = -ang.x; return ang; } #else void fixedmakevectors(vector a) { // a makevectors that actually inverts vectoangles - a_x = -a.x; + a.x = -a.x; makevectors(a); } #endif @@ -58,12 +58,12 @@ vector AnglesTransform_Invert(vector transform) // but these are orthogonal unit vectors! // so to invert, we can simply fixedvectoangles the TRANSPOSED matrix // TODO is this always -transform? - i_forward_x = v_forward.x; - i_forward_y = -v_right.x; - i_forward_z = v_up.x; - i_up_x = v_forward.z; - i_up_y = -v_right.z; - i_up_z = v_up.z; + i_forward.x = v_forward.x; + i_forward.y = -v_right.x; + i_forward.z = v_up.x; + i_up.x = v_forward.z; + i_up.y = -v_right.z; + i_up.z = v_up.z; return fixedvectoangles2(i_forward, i_up); } @@ -73,9 +73,9 @@ vector AnglesTransform_TurnDirectionFR(vector transform) // changes in-direction to out-direction //fixedmakevectors(transform); //return fixedvectoangles2(-1 * v_forward, 1 * v_up); - transform_x = -transform.x; - transform_y = 180 + transform.y; - transform_z = -transform.z; + transform.x = -transform.x; + transform.y = 180 + transform.y; + transform.z = -transform.z; // pitch: -s +c // yaw: -s -c // roll: -s +c @@ -88,9 +88,9 @@ vector AnglesTransform_TurnDirectionFU(vector transform) // changes in-direction to out-direction //fixedmakevectors(transform); //return fixedvectoangles2(-1 * v_forward, 1 * v_up); - transform_x = -transform.x; - transform_y = 180 + transform.y; - transform_z = 180 - transform.z; + transform.x = -transform.x; + transform.y = 180 + transform.y; + transform.z = 180 - transform.z; return transform; } @@ -108,16 +108,16 @@ vector AnglesTransform_Normalize(vector t, float minimize_roll) { float need_flip; // first, bring all angles in their range... - t_x = t.x - 360 * rint(t.x / 360); - t_y = t.y - 360 * rint(t.y / 360); - t_z = t.z - 360 * rint(t.z / 360); + t.x = t.x - 360 * rint(t.x / 360); + t.y = t.y - 360 * rint(t.y / 360); + t.z = t.z - 360 * rint(t.z / 360); if(minimize_roll) need_flip = (t.z > 90 || t.z <= -90); else need_flip = (t.x > 90 || t.x < -90); // for pitch we prefer to allow exactly -90 degrees for looking straight down if(need_flip) { - if(t.x >= 0) t_x = 180 - t.x; else t_x = -180 - t.x; + if(t.x >= 0) t.x = 180 - t.x; else t.x = -180 - t.x; if(t.y > 0) t.y -= 180; else t.y += 180; if(t.z > 0) t.z -= 180; else t.z += 180; } @@ -141,7 +141,7 @@ vector AnglesTransform_CancelRoll(vector t) { //t_x = -90; t.y += t.z; - t_z = 0; + t.z = 0; } else { @@ -150,7 +150,7 @@ vector AnglesTransform_CancelRoll(vector t) { //t_x = 90; t.y -= t.z; - t_z = 0; + t.z = 0; } } return t; @@ -159,9 +159,9 @@ vector AnglesTransform_CancelRoll(vector t) #ifdef POSITIVE_PITCH_IS_DOWN vector AnglesTransform_ApplyToAngles(vector transform, vector v) { - v_x = -v.x; + v.x = -v.x; v = AnglesTransform_Multiply(transform, v); - v_x = -v.x; + v.x = -v.x; return v; } vector AnglesTransform_ApplyToVAngles(vector transform, vector v) @@ -171,12 +171,12 @@ vector AnglesTransform_ApplyToVAngles(vector transform, vector v) } vector AnglesTransform_FromAngles(vector v) { - v_x = -v.x; + v.x = -v.x; return v; } vector AnglesTransform_ToAngles(vector v) { - v_x = -v.x; + v.x = -v.x; return v; } vector AnglesTransform_FromVAngles(vector v) @@ -195,9 +195,9 @@ vector AnglesTransform_ApplyToAngles(vector transform, vector v) } vector AnglesTransform_ApplyToVAngles(vector transform, vector v) { - v_x = -v.x; + v.x = -v.x; v = AnglesTransform_Multiply(transform, v); - v_x = -v.x; + v.x = -v.x; return v; } vector AnglesTransform_FromAngles(vector v) @@ -210,12 +210,12 @@ vector AnglesTransform_ToAngles(vector v) } vector AnglesTransform_FromVAngles(vector v) { - v_x = -v.x; + v.x = -v.x; return v; } vector AnglesTransform_ToVAngles(vector v) { - v_x = -v.x; + v.x = -v.x; return v; } #endif