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added wrappers around math functions
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@@ -53,7 +53,7 @@ CClouds::Shutdown(void)
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void
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CClouds::Update(void)
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{
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float s = sin(TheCamera.Orientation - 0.85f);
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float s = Sin(TheCamera.Orientation - 0.85f);
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CloudRotation += CWeather::Wind*s*0.0025f;
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IndividualRotation += (CWeather::Wind*CTimer::GetTimeStep() + 0.3f) * 60.0f;
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}
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@@ -81,7 +81,7 @@ CClouds::Render(void)
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float coverage = CWeather::CloudCoverage <= CWeather::Foggyness ? CWeather::Foggyness : CWeather::CloudCoverage;
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// Moon
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int moonfadeout = abs(minute - 180); // fully visible at 3AM
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int moonfadeout = Abs(minute - 180); // fully visible at 3AM
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if(moonfadeout < 180){ // fade in/out 3 hours
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int brightness = (1.0f - coverage) * (180 - moonfadeout);
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RwV3d pos = { 0.0f, -100.0f, 15.0f };
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@@ -169,8 +169,8 @@ CClouds::Render(void)
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}
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// Fluffy clouds
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float rot_sin = sin(CloudRotation);
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float rot_cos = cos(CloudRotation);
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float rot_sin = Sin(CloudRotation);
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float rot_cos = Cos(CloudRotation);
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int fluffyalpha = 160 * (1.0f - CWeather::Foggyness);
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if(fluffyalpha != 0){
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static float CoorsOffsetX[37] = {
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@@ -210,7 +210,7 @@ CClouds::Render(void)
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worldpos.z = pos.z;
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if(CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){
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float sundist = sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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float sundist = Sqrt(sq(screenpos.x-CCoronas::SunScreenX) + sq(screenpos.y-CCoronas::SunScreenY));
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int tr = CTimeCycle::GetFluffyCloudsTopRed();
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int tg = CTimeCycle::GetFluffyCloudsTopGreen();
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int tb = CTimeCycle::GetFluffyCloudsTopBlue();
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@@ -302,7 +302,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
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int16 botred, int16 botgreen, int16 botblue, int16 alpha)
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{
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RwMatrix *mat = RwFrameGetLTM(RwCameraGetFrame(TheCamera.m_pRwCamera));
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float c = sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
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float c = Sqrt(mat->right.x * mat->right.x + mat->right.y * mat->right.y);
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if(c > 1.0f)
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c = 1.0f;
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ms_cameraRoll = acos(c);
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@@ -424,7 +424,7 @@ CClouds::RenderHorizon(void)
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SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f);
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float b = TheCamera.GetUp().z < 0.0f ?
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SCREEN_HEIGHT :
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SCREEN_HEIGHT * fabs(TheCamera.GetRight().z);
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SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
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float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
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z2 = min(z2, SCREEN_HEIGHT);
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CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
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