//---------------------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); }
//---------------------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); }
//---------------------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); }
//---------------------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); }
//---------------------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); }
Vector2D B020612E_Steering::PointToWorldSpace(const Vector2D &point, const Vector2D &AgentHeading, const Vector2D &AgentSide, const Vector2D &AgentPosition) { //make a copy of the point Vector2D TransPoint = point; //create a transformation matrix C2DMatrix matTransform; //rotate matTransform.Rotate(AgentHeading, AgentSide); //and translate matTransform.Translate(AgentPosition.x, AgentPosition.y); //now transform the vertices matTransform.TransformVector2Ds(TransPoint); return TransPoint; }
//---------------------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); }