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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-11 07:34:33 +02:00

convert tabs to spaces

This commit is contained in:
Gagiev Timur
2016-08-29 11:06:13 +03:00
parent 6af424cee8
commit 0b670a1846
13 changed files with 2599 additions and 2659 deletions

View File

@@ -39,7 +39,9 @@ struct Controller {
void update() {
float rot = 0.0f;
enum { LEFT = 1, RIGHT = 2, FORTH = 4, BACK = 8, JUMP = 16, WALK = 32, ACTION = 64, WEAPON = 128, ROLL = 256, GROUND = 512, WATER = 1024, DEATH = 2048,
enum { LEFT = 1, RIGHT = 2, FORTH = 4, BACK = 8,
JUMP = 16, WALK = 32, ACTION = 64, WEAPON = 128, ROLL = 256,
GROUND = 512, WATER = 1024, DEATH = 2048,
PULL = 4096, PICKUP = 8192, SWITCH_ON = 16 * 1024, SWITCH_OFF = 32 * 1024, KEY = 64 * 1024, PUZZLE = 128 * 1024, HANG = 256 * 1024, FALL = 512 * 1024, COMPRESS = 1024 * 1024};
int mask = 0;
@@ -56,12 +58,10 @@ struct Controller {
if (velocity.y > 2048) mask |= FALL;
if (anim->state == TR::STATE_COMPRESS) mask |= COMPRESS;
int origMask = mask;
if (origMask & (FORTH | BACK))
mask &= ~(LEFT | RIGHT);
int stateMask[TR::STATE_MAX];
for (int i = 0; i < TR::STATE_MAX; i++)
stateMask[i] = -1;
@@ -273,7 +273,6 @@ struct Controller {
fCount = anim->frameEnd - anim->frameStart + 1;
}
move(velocity * dt);
collide();

View File

@@ -899,64 +899,6 @@ struct Level {
glEnd();
}
/*
void debugEntity() {
Core::setCulling(cfNone);
Core::active.shader = NULL;
glUseProgram(0);
mat4 mProj;
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)&mProj);
glPushMatrix();
glScalef(-SCALE, -SCALE, SCALE);
for (int i = 0; i < entities.count; i++) {
tr_entity *entity = &entities[i];
glPushMatrix();
glTranslatef(entity->x, entity->y, entity->z);
for (int i = 0; i < models.count; i++)
if (entity->id == models[i].id) {
glRotatef((entity->rotation >> 14) * 90.0f, 0, 1, 0);
tr_anim_frame *frame = (tr_anim_frame*)&frames[models[i].frame >> 1];
glTranslatef(frame->x, frame->y, frame->z);
break;
}
mat4 mView, mViewProj;
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)&mView);
mViewProj = mProj * mView;
vec4 p = mViewProj * vec4(0, 0, 0, 1);
if (p.w > 0) {
p.xyz /= p.w;
p.y = -p.y;
p.xy = (p.xy * 0.5f + 0.5f) * vec2(Core::width, Core::height);
char buf[16];
sprintf(buf, "%d", entity->id);
UI::begin();
font->print(p.xy, vec4(1, 0, 0, 1), buf);
UI::end();
}
glPopMatrix();
}
glPopMatrix();
Core::setCulling(cfFront);
Core::active.shader = NULL;
glUseProgram(0);
}
bool isInsideRoom(const vec3 pos, tr_room *room) {
vec3 min = vec3(room->info.x, room->info.yTop, room->info.z);
Box box(min, min + vec3(room->xSectors * 1024, room->info.yBottom - room->info.yTop, room->zSectors * 1024));
return box.intersect(vec3(-pos.x, -pos.y, pos.z) / SCALE);
}
*/
float tickTextureAnimation = 0.0f;
void update() {
@@ -1017,7 +959,6 @@ struct Level {
debugRooms();
// debugLights();
debugPortals();
// debugEntity();
Debug::Draw::end();
#endif
}

View File

@@ -131,23 +131,23 @@ struct quat {
w = cosf(angle);
}
quat quat::operator - () const {
quat operator - () const {
return quat(-x, -y, -z, -w);
}
quat quat::operator + (const quat &q) const {
quat operator + (const quat &q) const {
return quat(x + q.x, y + q.y, z + q.z, w + q.w);
}
quat quat::operator - (const quat &q) const {
quat operator - (const quat &q) const {
return quat(x - q.x, y - q.y, z - q.z, w - q.w);
}
quat quat::operator * (const float s) const {
quat operator * (const float s) const {
return quat(x * s, y * s, z * s, w * s);
}
quat quat::operator * (const quat &q) const {
quat operator * (const quat &q) const {
return quat(w * q.x + x * q.w + y * q.z - z * q.y,
w * q.y + y * q.w + z * q.x - x * q.z,
w * q.z + z * q.w + x * q.y - y * q.x,
@@ -166,19 +166,19 @@ struct quat {
return sqrtf(length2());
}
void quat::normalize() {
void normalize() {
*this = normal();
}
quat quat::normal() const {
quat normal() const {
return *this * (1.0f / length());
}
quat quat::conjugate() const {
quat conjugate() const {
return quat(-x, -y, -z, w);
}
quat quat::inverse() const {
quat inverse() const {
return conjugate() * (1.0f / length2());
}
@@ -382,7 +382,7 @@ struct mat4 {
return r;
}
quat mat4::getRot() const {
quat getRot() const {
float t, s;
t = 1.0f + e00 + e11 + e22;
if (t > EPS) {
@@ -402,7 +402,7 @@ struct mat4 {
}
}
void mat4::setRot(const quat &rot) {
void setRot(const quat &rot) {
float sx = rot.x * rot.x,
sy = rot.y * rot.y,
sz = rot.z * rot.z,
@@ -430,11 +430,11 @@ struct mat4 {
e12 = (t1 - t2) * inv;
}
vec3 mat4::getPos() const {
vec3 getPos() const {
return offset.xyz;
}
void mat4::setPos(const vec3 &pos) {
void setPos(const vec3 &pos) {
offset.xyz = pos;
}
};