Beispiel #1
0
static void SetObject(OBJECT *obj, void *data)
{
	MATRIX m;
	UNDO_TRANSFORM_OBJECT *cur;

	if(obj)
	{
		cur = ((TRANS_DATA*)data)->root;
		m.SetOMatrix(&obj->orient_x, &obj->orient_y, &obj->orient_z);
		while(cur)
		{
			if(obj == cur->object)
			{
				obj->SetActiveObject(((TRANS_DATA*)data)->display, &((TRANS_DATA*)data)->stack, TRUE);

				obj->SetObject(((TRANS_DATA*)data)->display,
					&((TRANS_DATA*)data)->display->pos,
					&((TRANS_DATA*)data)->display->orient_x,
					&((TRANS_DATA*)data)->display->orient_y,
					&((TRANS_DATA*)data)->display->orient_z,
					&((TRANS_DATA*)data)->display->size);
				break;
			}
			cur = (UNDO_TRANSFORM_OBJECT*)cur->GetNext();
		}
		((TRANS_DATA*)data)->stack.Push(&m);
	}
	else
	{
		((TRANS_DATA*)data)->stack.Pop();
	}
}
Beispiel #2
0
/*************
 * DESCRIPTION:   sets the new object specs
 * INPUT:         disp     pointer to display structure
 *                pos      translate factor
 *                ox,oy,oz rotate factor
 *                size     scale factor
 * OUTPUT:        none
 *************/
void CAMERA::SetObject(DISPLAY *disp, VECTOR *pos, VECTOR *ox, VECTOR *oy, VECTOR *oz, VECTOR *size)
{
	MATRIX m;

	if(disp)
	{
		if(disp->view->viewmode == VIEW_CAMERA)
		{
			VecAdd(pos,&this->pos,&disp->view->pos);

			if(!track)
			{
				InvOrient(ox, oy, oz, &disp->view->axis_x, &disp->view->axis_y, &disp->view->axis_z);
				m.SetOMatrix(&orient_x,&orient_y,&orient_z);
				m.MultVectMat(&disp->view->axis_x);
				m.MultVectMat(&disp->view->axis_y);
				m.MultVectMat(&disp->view->axis_z);
			}
			else
			{
				UpdateTracking(&disp->view->pos);
				InvOrient(&orient_x, &orient_y, &orient_z, &disp->view->axis_x, &disp->view->axis_y, &disp->view->axis_z);
			}
		}
	}
	SetVector(&bboxmin, -this->size.z*.5f, -this->size.z*.5f, -this->size.z);
	SetVector(&bboxmax, this->size.z*.5f, this->size.z*1.3f, this->size.z*1.5f);
}
Beispiel #3
0
/*************
 * DESCRIPTION:   convert rscn version 100 brushes and textures
 * INPUT:         root     surface root object
 * OUTPUT:        -
 *************/
void SURFACE::ConvertV100(OBJECT *root)
{
	BRUSH_OBJECT *brush;
	TEXTURE_OBJECT *texture;
	VECTOR ox,oy,oz;
	MATRIX m;

	InvOrient(&root->orient_x, &root->orient_y, &root->orient_z, &ox, &oy, &oz);
	m.SetOMatrix(&ox,&oy,&oz);

	brush = root->brush;
	while(brush)
	{
		VecSub(&brush->pos, &root->pos, &brush->pos);
		m.MultVectMat(&brush->orient_x);
		m.MultVectMat(&brush->orient_y);
		m.MultVectMat(&brush->orient_z);
		brush = (BRUSH_OBJECT*)brush->GetNext();
	}

	texture = root->texture;
	while(texture)
	{
		VecSub(&texture->pos, &root->pos, &texture->pos);
		m.MultVectMat(&texture->orient_x);
		m.MultVectMat(&texture->orient_y);
		m.MultVectMat(&texture->orient_z);
		texture = (TEXTURE_OBJECT*)texture->GetNext();
	}
}