static glm::mat4 setMatrix(const Vector3i *Position, const Vector3i *Rotation, int scale) { return glm::translate(glm::vec3(*Position)) * glm::rotate(UNDEG(DEG(Rotation->x)), glm::vec3(1.f, 0.f, 0.f)) * glm::rotate(UNDEG(DEG(Rotation->y)), glm::vec3(0.f, 1.f, 0.f)) * glm::rotate(UNDEG(DEG(Rotation->z)), glm::vec3(0.f, 0.f, 1.f)) * glm::scale(glm::vec3(scale / 100.f)); }
void pie_MatRotY(uint16_t y) { /* * a := angle * c := cos(a) * s := sin(a) * * curMatrix = curMatrix . rotationMatrix(a, 0, 1, 0) * * [ c 0 s 0 ] * [ 0 1 0 0 ] * curMatrix = curMatrix . [ -s 0 c 0 ] * [ 0 0 0 1 ] */ if (y != 0) { int t; int64_t cra = iCos(y), sra = iSin(y); t = (cra*psMatrix->a - sra*psMatrix->g)>>16; psMatrix->g = (sra*psMatrix->a + cra*psMatrix->g)>>16; psMatrix->a = t; t = (cra*psMatrix->b - sra*psMatrix->h)>>16; psMatrix->h = (sra*psMatrix->b + cra*psMatrix->h)>>16; psMatrix->b = t; t = (cra*psMatrix->c - sra*psMatrix->i)>>16; psMatrix->i = (sra*psMatrix->c + cra*psMatrix->i)>>16; psMatrix->c = t; glRotatef(UNDEG(y), 0.0f, 1.0f, 0.0f); }
void renderParticle(ATPART *psPart, const glm::mat4 &viewMatrix) { Vector3i dv; /* Transform it */ dv.x = psPart->position.x - player.p.x; dv.y = psPart->position.y; dv.z = -(psPart->position.z - player.p.z); /* Make it face camera */ /* Scale it... */ const glm::mat4 modelMatrix = glm::translate(glm::vec3(dv)) * glm::rotate(UNDEG(-player.r.y), glm::vec3(0.f, 1.f, 0.f)) * glm::rotate(UNDEG(-player.r.x), glm::vec3(0.f, 1.f, 0.f)) * glm::scale(glm::vec3(psPart->size / 100.f)); pie_Draw3DShape(psPart->imd, 0, 0, WZCOL_WHITE, 0, 0, viewMatrix * modelMatrix); /* Draw it... */ }
void drawRadar() { float pixSizeH, pixSizeV; CalcRadarPixelSize(&pixSizeH, &pixSizeV); ASSERT_OR_RETURN(, radarBuffer, "No radar buffer allocated"); // Do not recalculate frustum window coordinates if position or zoom does not change if (playerpos.x != player.p.x || playerpos.y != player.p.y || playerpos.z != player.p.z) { setViewingWindow(); } playerpos = player.p; // cache position if (frameSkip <= 0) { DrawRadarTiles(); DrawRadarObjects(); pie_DownLoadRadar(radarBuffer); frameSkip = RADAR_FRAME_SKIP; } frameSkip--; pie_SetRendMode(REND_ALPHA); glm::mat4 radarMatrix = glm::translate(radarCenterX, radarCenterY, 0); glm::mat4 orthoMatrix = glm::ortho(0.f, static_cast<float>(pie_GetVideoBufferWidth()), static_cast<float>(pie_GetVideoBufferHeight()), 0.f); if (rotateRadar) { // rotate the map radarMatrix *= glm::rotate(UNDEG(player.r.y), glm::vec3(0.f, 0.f, 1.f)); DrawNorth(orthoMatrix * radarMatrix); } pie_RenderRadar(orthoMatrix * radarMatrix); DrawRadarExtras(orthoMatrix * radarMatrix * glm::translate(-radarWidth / 2.f - 1.f, -radarHeight / 2.f - 1.f, 0.f)); drawRadarBlips(-radarWidth / 2.0 - 1, -radarHeight / 2.0 - 1, pixSizeH, pixSizeV, orthoMatrix * radarMatrix); }
// Call once per frame. // void driveUpdate(void) { DROID *psDroid; PROPULSION_STATS *psPropStats; AllInRange = true; if(DirectControl) { if(psDrivenDroid != NULL) { if(bMultiMessages && (driveBumpTime < gameTime)) // send latest info about driven droid. { sendDroidInfo(psDrivenDroid, DORDER_MOVE, psDrivenDroid->pos.x, psDrivenDroid->pos.y, NULL, NULL, 0, 0, 0, false); } //TO BE DONE: //clear the order on taking over the droid, to stop attacks.. //send some sort of message when droids stopo and get inrange. // Check the driven droid is still selected if(psDrivenDroid->selected == false) { // if it's not then reset the driving system. driveSelectionChanged(); return; } // Update the driven droid. if(driveControl(psDrivenDroid)) { // If control did something then force the droid's move status. if(psDrivenDroid->sMove.Status != MOVEDRIVE) { psDrivenDroid->sMove.Status = MOVEDRIVE; ASSERT( (psDrivenDroid->droidType != DROID_TRANSPORTER),"Tried to control a transporter" ); driveDir = UNDEG(psDrivenDroid->rot.direction); } DoFollowRangeCheck = true; } // Is the driven droid under user control? if(psDrivenDroid->sMove.Status == MOVEDRIVE) { // Is it a command droid if( (psDrivenDroid->droidType == DROID_COMMAND) && (psDrivenDroid->psGroup != NULL) ) { driveMoveCommandFollowers(psDrivenDroid); } for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext) { psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat; if( (psDroid->selected) && (psDroid != psDrivenDroid) && (psDroid->droidType != DROID_TRANSPORTER) && //((psPropStats->propulsionType != PROPULSION_TYPE_LIFT) || (psDroid->droidType == DROID_CYBORG)) ) { ((psPropStats->propulsionType != PROPULSION_TYPE_LIFT) || cyborgDroid(psDroid)) ) { // Send new orders to it's followers. driveMoveFollower(psDroid); } } } if(AllInRange) { DoFollowRangeCheck = false; } if(driveBumpTime < gameTime) { // Send next order in 1 second. driveBumpTime = gameTime+GAME_TICKS_PER_SEC; } } else { if(StartDriverMode(NULL) == false) { // nothing } } } }
// Start droid driving mode. // bool StartDriverMode(DROID *psOldDroid) { DROID *psDroid; DROID *psLastDriven; IdleTime = gameTime; psLastDriven = psDrivenDroid; psDrivenDroid = NULL; // Find a selected droid and make that the driven one. for(psDroid = apsDroidLists[selectedPlayer]; psDroid; psDroid = psDroid->psNext) { if(psDroid->selected) { if((psDrivenDroid == NULL) && (psDroid != psOldDroid)) { // The first droid found becomes the driven droid. if(!(DroidIsBuilding(psDroid) || DroidGoingToBuild(psDroid))) { // psDroid->sMove.Status = MOVEDRIVE; } psDrivenDroid = psDroid; debug( LOG_NEVER, "New driven droid\n" ); } } } // If that failed then find any droid and make it the driven one. if(psDrivenDroid == NULL) { psLastDriven = NULL; psDrivenDroid = intGotoNextDroidType(NULL,DROID_ANY,true); // If it's the same droid then try again if(psDrivenDroid == psOldDroid) { psDrivenDroid = intGotoNextDroidType(NULL,DROID_ANY,true); } if(psDrivenDroid == psOldDroid) { psDrivenDroid = NULL; } // If it failed then try for a transporter. if(psDrivenDroid == NULL) { psDrivenDroid = intGotoNextDroidType(NULL,DROID_TRANSPORTER,true); } // DBPRINTF(("Selected a new driven droid : %p\n",psDrivenDroid)); } if(psDrivenDroid) { driveDir = UNDEG(psDrivenDroid->rot.direction); driveSpeed = 0; driveBumpTime = gameTime; setDrivingStatus(true); if(DriveInterfaceEnabled) { debug( LOG_NEVER, "Interface enabled1 ! Disabling drive control\n" ); DriveControlEnabled = false; DirectControl = false; } else { DriveControlEnabled = true; DirectControl = true; // we are taking over the unit. } if(psLastDriven != psDrivenDroid) { debug( LOG_NEVER, "camAllignWithTarget\n" ); camAllignWithTarget((BASE_OBJECT*)psDrivenDroid); } return true; } else { } return false; }
// multiple turrets display removed the pointless mountRotation void displayComponentObject(DROID *psDroid, const glm::mat4 &viewMatrix) { Vector3i position, rotation; Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime); leftFirst = angleDelta(player.r.y - st.rot.direction) <= 0; /* Get the real position */ position.x = st.pos.x - player.p.x; position.z = -(st.pos.y - player.p.z); position.y = st.pos.z; if (isTransporter(psDroid)) { position.y += bobTransporterHeight(); } /* Get all the pitch,roll,yaw info */ rotation.y = -st.rot.direction; rotation.x = st.rot.pitch; rotation.z = st.rot.roll; /* Translate origin */ /* Rotate for droid */ glm::mat4 modelMatrix = glm::translate(glm::vec3(position)) * glm::rotate(UNDEG(rotation.y), glm::vec3(0.f, 1.f, 0.f)) * glm::rotate(UNDEG(rotation.x), glm::vec3(1.f, 0.f, 0.f)) * glm::rotate(UNDEG(rotation.z), glm::vec3(0.f, 0.f, 1.f)); if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC && psDroid->lastHitWeapon == WSC_ELECTRONIC) { modelMatrix *= objectShimmy((BASE_OBJECT *) psDroid); } // now check if the projected circle is within the screen boundaries if(!clipDroidOnScreen(psDroid, viewMatrix * modelMatrix)) { return; } if (psDroid->lastHitWeapon == WSC_EMP && graphicsTime - psDroid->timeLastHit < EMP_DISABLE_TIME) { Vector3i position; //add an effect on the droid position.x = st.pos.x + DROID_EMP_SPREAD; position.y = st.pos.z + rand() % 8; position.z = st.pos.y + DROID_EMP_SPREAD; effectGiveAuxVar(90 + rand() % 20); addEffect(&position, EFFECT_EXPLOSION, EXPLOSION_TYPE_PLASMA, false, nullptr, 0); } if (psDroid->visible[selectedPlayer] == UBYTE_MAX) { //ingame not button object //should render 3 mounted weapons now if (displayCompObj(psDroid, false, viewMatrix * modelMatrix)) { // did draw something to the screen - update the framenumber psDroid->sDisplay.frameNumber = frameGetFrameNumber(); } } else { int frame = graphicsTime / BLIP_ANIM_DURATION + psDroid->id % 8192; // de-sync the blip effect, but don't overflow the int if (pie_Draw3DShape(getImdFromIndex(MI_BLIP), frame, 0, WZCOL_WHITE, pie_ADDITIVE, psDroid->visible[selectedPlayer] / 2, viewMatrix * modelMatrix)) { psDroid->sDisplay.frameNumber = frameGetFrameNumber(); } } }
// this is able to handle multiple weapon graphics now // removed mountRotation,they get such stuff from psObj directly now static bool displayCompObj(DROID *psDroid, bool bButton, const glm::mat4 &viewMatrix) { iIMDShape *psMoveAnim, *psStillAnim; SDWORD iConnector; PROPULSION_STATS *psPropStats; SDWORD pieFlag, iPieData; PIELIGHT brightness; UDWORD colour; UBYTE i; bool didDrawSomething = false; glm::mat4 modelMatrix(1.f); if (graphicsTime - psDroid->timeLastHit < GAME_TICKS_PER_SEC / 4 && psDroid->lastHitWeapon == WSC_ELECTRONIC && !gamePaused()) { colour = getPlayerColour(rand() % MAX_PLAYERS); } else { colour = getPlayerColour(psDroid->player); } /* get propulsion stats */ psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION]; ASSERT_OR_RETURN(didDrawSomething, psPropStats != nullptr, "invalid propulsion stats pointer"); //set pieflag for button object or ingame object if (bButton) { pieFlag = pie_BUTTON; brightness = WZCOL_WHITE; } else { pieFlag = pie_SHADOW; brightness = pal_SetBrightness(psDroid->illumination); // NOTE: Beware of transporters that are offscreen, on a mission! We should *not* be checking tiles at this point in time! if (!isTransporter(psDroid) && !missionIsOffworld()) { MAPTILE *psTile = worldTile(psDroid->pos.x, psDroid->pos.y); if (psTile->jammerBits & alliancebits[psDroid->player]) { pieFlag |= pie_ECM; } } } /* set default components transparent */ if (psDroid->asBits[COMP_PROPULSION] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { iPieData = 0; } if (!bButton && psPropStats->propulsionType == PROPULSION_TYPE_PROPELLOR) { // FIXME: change when adding submarines to the game modelMatrix *= glm::translate(glm::vec3(0.f, -world_coord(1) / 2.3f, 0.f)); } iIMDShape *psShapeProp = (leftFirst ? getLeftPropulsionIMD(psDroid) : getRightPropulsionIMD(psDroid)); if (psShapeProp) { if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewMatrix * modelMatrix)) { didDrawSomething = true; } } /* set default components transparent */ if (psDroid->asBits[COMP_BODY] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } /* Get the body graphic now*/ iIMDShape *psShapeBody = BODY_IMD(psDroid, psDroid->player); if (psShapeBody) { iIMDShape *strImd = psShapeBody; if (psDroid->droidType == DROID_PERSON) { modelMatrix *= glm::scale(glm::vec3(.75f)); // FIXME - hideous....!!!! } if (strImd->objanimpie[psDroid->animationEvent]) { strImd = psShapeBody->objanimpie[psDroid->animationEvent]; } glm::mat4 viewModelMatrix = viewMatrix * modelMatrix; while (strImd) { if (drawShape(psDroid, strImd, colour, brightness, pieFlag, iPieData, viewModelMatrix)) { didDrawSomething = true; } strImd = strImd->next; } } /* Render animation effects based on movement or lack thereof, if any */ psMoveAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppMoveIMDList[psDroid->asBits[COMP_PROPULSION]]; psStillAnim = asBodyStats[psDroid->asBits[COMP_BODY]].ppStillIMDList[psDroid->asBits[COMP_PROPULSION]]; glm::mat4 viewModelMatrix = viewMatrix * modelMatrix; if (!bButton && psMoveAnim && psDroid->sMove.Status != MOVEINACTIVE) { if (pie_Draw3DShape(psMoveAnim, getModularScaledGraphicsTime(psMoveAnim->animInterval, psMoveAnim->numFrames), colour, brightness, pie_ADDITIVE, 200, viewModelMatrix)) { didDrawSomething = true; } } else if (!bButton && psStillAnim) // standing still { if (pie_Draw3DShape(psStillAnim, getModularScaledGraphicsTime(psStillAnim->animInterval, psStillAnim->numFrames), colour, brightness, 0, 0, viewModelMatrix)) { didDrawSomething = true; } } //don't change the screen coords of an object if drawing it in a button if (!bButton) { /* set up all the screen coords stuff - need to REMOVE FROM THIS LOOP */ calcScreenCoords(psDroid, viewModelMatrix); } /* set default components transparent */ if (psDroid->asWeaps[0].nStat == 0 && psDroid->asBits[COMP_SENSOR] == 0 && psDroid->asBits[COMP_ECM] == 0 && psDroid->asBits[COMP_BRAIN] == 0 && psDroid->asBits[COMP_REPAIRUNIT] == 0 && psDroid->asBits[COMP_CONSTRUCT] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } if (psShapeBody && psShapeBody->nconnectors) { /* vtol weapons attach to connector 2 (underneath); * all others to connector 1 */ /* VTOL's now skip the first 5 connectors(0 to 4), VTOL's use 5,6,7,8 etc now */ if (psPropStats->propulsionType == PROPULSION_TYPE_LIFT && psDroid->droidType == DROID_WEAPON) { iConnector = VTOL_CONNECTOR_START; } else { iConnector = 0; } switch (psDroid->droidType) { case DROID_DEFAULT: case DROID_TRANSPORTER: case DROID_SUPERTRANSPORTER: case DROID_CYBORG: case DROID_CYBORG_SUPER: case DROID_WEAPON: case DROID_COMMAND: // command droids have a weapon to store all the graphics /* Get the mounting graphic - we've already moved to the right position Allegedly - all droids will have a mount graphic so this shouldn't fall on it's arse......*/ /* Double check that the weapon droid actually has any */ for (i = 0; i < psDroid->numWeaps; i++) { if ((psDroid->asWeaps[i].nStat > 0 || psDroid->droidType == DROID_DEFAULT) && psShapeBody->connectors) { Rotation rot = getInterpolatedWeaponRotation(psDroid, i, graphicsTime); glm::mat4 localModelMatrix = modelMatrix; //to skip number of VTOL_CONNECTOR_START ground unit connectors if (iConnector < VTOL_CONNECTOR_START) { localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[i].xzy())); } else { localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[iConnector + i].xzy())); } localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f)); /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //this might affect gun rotation localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); } /* Get the mount graphic */ iIMDShape *psShape = WEAPON_MOUNT_IMD(psDroid, i); int recoilValue = getRecoil(psDroid->asWeaps[i]); localModelMatrix *= glm::translate(glm::vec3(0.f, 0.f, recoilValue / 3.f)); /* Draw it */ if (psShape) { if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } } localModelMatrix *= glm::translate(glm::vec3(0, 0, recoilValue)); /* translate for weapon mount point */ if (psShape && psShape->nconnectors) { localModelMatrix *= glm::translate(glm::vec3(psShape->connectors->xzy())); } /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //pitch the barrel down localModelMatrix *= glm::rotate(UNDEG(-rot.pitch), glm::vec3(1.f, 0.f, 0.f)); } else { //pitch the barrel up localModelMatrix *= glm::rotate(UNDEG(rot.pitch), glm::vec3(1.f, 0.f, 0.f)); } /* Get the weapon (gun?) graphic */ psShape = WEAPON_IMD(psDroid, i); // We have a weapon so we draw it and a muzzle flash from weapon connector if (psShape) { glm::mat4 localViewModelMatrix = viewMatrix * localModelMatrix; if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, localViewModelMatrix)) { didDrawSomething = true; } drawMuzzleFlash(psDroid->asWeaps[i], psShape, MUZZLE_FLASH_PIE(psDroid, i), brightness, pieFlag, iPieData, localViewModelMatrix); } } } break; case DROID_SENSOR: case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: case DROID_ECM: case DROID_REPAIR: case DROID_CYBORG_REPAIR: { Rotation rot = getInterpolatedWeaponRotation(psDroid, 0, graphicsTime); iIMDShape *psShape = nullptr; iIMDShape *psMountShape = nullptr; switch (psDroid->droidType) { default: ASSERT(false, "Bad component type"); break; case DROID_SENSOR: psMountShape = SENSOR_MOUNT_IMD(psDroid, psDroid->player); /* Get the sensor graphic, assuming it's there */ psShape = SENSOR_IMD(psDroid, psDroid->player); break; case DROID_CONSTRUCT: case DROID_CYBORG_CONSTRUCT: psMountShape = CONSTRUCT_MOUNT_IMD(psDroid, psDroid->player); /* Get the construct graphic assuming it's there */ psShape = CONSTRUCT_IMD(psDroid, psDroid->player); break; case DROID_ECM: psMountShape = ECM_MOUNT_IMD(psDroid, psDroid->player); /* Get the ECM graphic assuming it's there.... */ psShape = ECM_IMD(psDroid, psDroid->player); break; case DROID_REPAIR: case DROID_CYBORG_REPAIR: psMountShape = REPAIR_MOUNT_IMD(psDroid, psDroid->player); /* Get the Repair graphic assuming it's there.... */ psShape = REPAIR_IMD(psDroid, psDroid->player); break; } /* Get the mounting graphic - we've already moved to the right position Allegedly - all droids will have a mount graphic so this shouldn't fall on it's arse......*/ //sensor and cyborg and ecm uses connectors[0] glm::mat4 localModelMatrix = modelMatrix; /* vtol weapons inverted */ if (iConnector >= VTOL_CONNECTOR_START) { //this might affect gun rotation localModelMatrix *= glm::rotate(UNDEG(65536 / 2), glm::vec3(0.f, 0.f, 1.f)); } localModelMatrix *= glm::translate(glm::vec3(psShapeBody->connectors[0].xzy())); localModelMatrix *= glm::rotate(UNDEG(-rot.direction), glm::vec3(0.f, 1.f, 0.f)); /* Draw it */ if (psMountShape) { if (pie_Draw3DShape(psMountShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } } /* translate for construct mount point if cyborg */ if (cyborgDroid(psDroid) && psMountShape && psMountShape->nconnectors) { localModelMatrix *= glm::translate(glm::vec3(psMountShape->connectors[0].xzy())); } /* Draw it */ if (psShape) { if (pie_Draw3DShape(psShape, 0, colour, brightness, pieFlag, iPieData, viewMatrix * localModelMatrix)) { didDrawSomething = true; } // In repair droid case only: if ((psDroid->droidType == DROID_REPAIR || psDroid->droidType == DROID_CYBORG_REPAIR) && psShape->nconnectors && psDroid->action == DACTION_DROIDREPAIR) { Spacetime st = interpolateObjectSpacetime(psDroid, graphicsTime); localModelMatrix *= glm::translate(glm::vec3(psShape->connectors[0].xzy())); localModelMatrix *= glm::translate(glm::vec3(0.f, -20.f, 0.f)); psShape = getImdFromIndex(MI_FLAME); /* Rotate for droid */ localModelMatrix *= glm::rotate(UNDEG(st.rot.direction), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-st.rot.pitch), glm::vec3(1.f, 0.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-st.rot.roll), glm::vec3(0.f, 0.f, 1.f)); //rotate Y localModelMatrix *= glm::rotate(UNDEG(rot.direction), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-player.r.y), glm::vec3(0.f, 1.f, 0.f)); localModelMatrix *= glm::rotate(UNDEG(-player.r.x), glm::vec3(1.f, 0.f, 0.f)); if (pie_Draw3DShape(psShape, getModularScaledGraphicsTime(psShape->animInterval, psShape->numFrames), 0, brightness, pie_ADDITIVE, 140, viewMatrix * localModelMatrix)) { didDrawSomething = true; } // localModelMatrix *= glm::rotate(UNDEG(player.r.x), glm::vec3(1.f, 0.f, 0.f)); // Not used? // localModelMatrix *= glm::rotate(UNDEG(player.r.y), glm::vec3(0.f, 1.f, 0.f)); // Not used? } } break; } case DROID_PERSON: // no extra mounts for people break; default: ASSERT(!"invalid droid type", "Whoa! Weirdy type of droid found in drawComponentObject!!!"); break; } } /* set default components transparent */ if (psDroid->asBits[COMP_PROPULSION] == 0) { pieFlag |= pie_TRANSLUCENT; iPieData = DEFAULT_COMPONENT_TRANSLUCENCY; } else { pieFlag &= ~pie_TRANSLUCENT; iPieData = 0; } // now render the other propulsion side psShapeProp = (leftFirst ? getRightPropulsionIMD(psDroid) : getLeftPropulsionIMD(psDroid)); if (psShapeProp) { if (pie_Draw3DShape(psShapeProp, 0, colour, brightness, pieFlag, iPieData, viewModelMatrix)) // Safe to use viewModelMatrix because modelView has not been changed since it was calculated { didDrawSomething = true; } } return didDrawSomething; }