Example #1
0
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, const Vector3i *Rotation, const Vector3i *Position, int scale)
{
	const glm::mat4 matrix = setMatrix(Position, Rotation, scale);

	// Decide how to sort it.
	leftFirst = angleDelta(DEG(Rotation->y)) < 0;

	DROID Droid(0, selectedPlayer);
	memset(Droid.asBits, 0, sizeof(Droid.asBits));
	droidSetBits(psTemplate, &Droid);

	Droid.pos = Vector3i(0, 0, 0);
	Droid.rot = Vector3i(0, 0, 0);

	//draw multi component object as a button object
	displayCompObj(&Droid, true, matrix);
}
Example #2
0
// Render a composite droid given a DROID_TEMPLATE structure.
//
void displayComponentButtonTemplate(DROID_TEMPLATE *psTemplate, Vector3i *Rotation, Vector3i *Position, bool RotXYZ, SDWORD scale)
{
	setMatrix(Position, Rotation, RotXYZ);
	pie_MatScale(scale / 100.f);

	// Decide how to sort it.
	leftFirst = angleDelta(DEG(Rotation->y)) < 0;

	DROID Droid(0, selectedPlayer);
	memset(Droid.asBits, 0, sizeof(Droid.asBits));
	droidSetBits(psTemplate,&Droid);

	Droid.pos = Vector3i(0, 0, 0);

	//draw multi component object as a button object
	displayCompObj(&Droid, true);

	unsetMatrix();
}