Esempio n. 1
0
//---------------------WorldTransform--------------------------------
//
//	sets up the translation matrices for the landing pad and applies
//  the world transform to the pads vertex buffer
//-------------------------------------------------------------------
void CController::WorldTransform(vector<SPoint> &pad)
{
	//create a transformation matrix
	C2DMatrix matTransform;
	
	//and translate
	matTransform.Translate(m_vPadPos.x, m_vPadPos.y);
	
  //now transform the pads vertices
  matTransform.TransformSPoints(pad);

}
Esempio n. 2
0
//---------------------WorldTransform--------------------------------
//
//	sets up the translation matrices for the mines and applies the
//	world transform to each vertex in the vertex buffer passed to this
//	method.
//-------------------------------------------------------------------
void CController::WorldTransform(vector<SPoint> &VBuffer, SVector2D vPos)
{
	//create the world transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(CParams::dMineScale, CParams::dMineScale);
	
	//translate
	matTransform.Translate(vPos.x, vPos.y);

	//transform the ships vertices
	matTransform.TransformSPoints(VBuffer);
}
Esempio n. 3
0
//---------------------WorldTransform--------------------------------
//
//	sets up a translation matrix for the sweeper according to its
//  scale, rotation and position. Returns the transformed vertices.
//-------------------------------------------------------------------
void CDiscMinesweeper::WorldTransform(vector<SPoint> &sweeper)
{
	//create the world transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(m_dScale, m_dScale);
	
	//rotate
	matTransform.Rotate((m_dRotation-1) * CParams::dHalfPi);
	
	//and translate
	matTransform.Translate(m_vPosition.x, m_vPosition.y);
	
	//now transform the ships vertices
	matTransform.TransformSPoints(sweeper);
}
Esempio n. 4
0
//---------------------WorldTransform--------------------------------
//
//	sets up a translation matrix for the sweeper according to its
//  scale, rotation and position. Returns the transformed vertices.
//-------------------------------------------------------------------
void CMinesweeper::WorldTransform(vector<SPoint> &sweeper, double scale)
{
	//create the world transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(scale, scale);
	
	//rotate
	matTransform.Rotate(m_dRotation);
	
	//and translate
	matTransform.Translate(m_vPosition.x, m_vPosition.y);
	
	//now transform the ships vertices
	matTransform.TransformSPoints(sweeper);
}
Esempio n. 5
0
//---------------------WorldTransform--------------------------------
//
//	sets up the translation matrices for the ship and applies the
//	world transform to the ships vertex buffer
//-------------------------------------------------------------------
void CGun::WorldTransform()
{
	//copy the original vertices into the buffer about to be transformed
  m_vecGunVBTrans = m_vecGunVB;
  
  //create a transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(m_dScale, m_dScale);

	//and translate
	matTransform.Translate(m_vPos.x, m_vPos.y);
	
  //now transform the ships vertices
  matTransform.TransformSPoints(m_vecGunVBTrans);

}
Esempio n. 6
0
//---------------------WorldTransform--------------------------------
//
//	sets up the translation matrices for the ship and applies the
//	world transform to the ships vertex buffer
//-------------------------------------------------------------------
void CLander::WorldTransform(vector<SPoint> &ship)
{
	//create a transformation matrix
	C2DMatrix matTransform;
	
	//scale
	matTransform.Scale(m_dScale, m_dScale);

	//rotate -  remember, because the mapping mode is set so that the y
  //axis is pointing up, the rotation is reversed
	matTransform.Rotate(-m_dRotation);

	//and translate
	matTransform.Translate(m_vPos.x, m_vPos.y);
	
  //now transform the ships vertices
  matTransform.TransformSPoints(ship);

}