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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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11 COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
14 * $Source: /cvs/cvsroot/d2x/3d/rod.c,v $
15 * $Revision: 1.1.1.1 $
17 * $Date: 2001-01-19 03:29:58 $
21 * $Log: not supported by cvs2svn $
22 * Revision 1.2 1999/09/21 04:05:55 donut
23 * mostly complete OGL implementation (still needs bitmap handling (reticle), and door/fan textures are corrupt)
25 * Revision 1.1.1.1 1999/06/14 21:57:50 donut
26 * Import of d1x 1.37 source.
28 * Revision 1.2 1995/09/13 11:31:46 allender
29 * removed checkmuldiv in PPC implemenation
31 * Revision 1.1 1995/05/05 08:52:45 allender
34 * Revision 1.1 1995/04/17 06:42:08 matt
41 static char rcsid[] = "$Id: rod.c,v 1.1.1.1 2001-01-19 03:29:58 bradleyb Exp $";
51 grs_point blob_vertices[4];
52 g3s_point rod_points[4];
53 g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]};
55 g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 },
60 //compute the corners of a rod. fills in vertbuf.
61 int calc_rod_corners(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
63 vms_vector delta_vec,top,tempv,rod_norm;
67 //compute vector from one point to other, do cross product with vector
68 //from eye to get perpendiclar
70 vm_vec_sub(&delta_vec,&bot_point->p3_vec,&top_point->p3_vec);
74 delta_vec.x = fixdiv(delta_vec.x,Matrix_scale.x);
75 delta_vec.y = fixdiv(delta_vec.y,Matrix_scale.y);
79 //do lots of normalizing to prevent overflowing. When this code works,
80 //it should be optimized
82 vm_vec_normalize(&delta_vec);
84 vm_vec_copy_normalize(&top,&top_point->p3_vec);
86 vm_vec_cross(&rod_norm,&delta_vec,&top);
88 vm_vec_normalize(&rod_norm);
92 rod_norm.x = fixmul(rod_norm.x,Matrix_scale.x);
93 rod_norm.y = fixmul(rod_norm.y,Matrix_scale.y);
95 //now we have the usable edge. generate four points
99 vm_vec_copy_scale(&tempv,&rod_norm,top_width);
102 vm_vec_add(&rod_points[0].p3_vec,&top_point->p3_vec,&tempv);
103 vm_vec_sub(&rod_points[1].p3_vec,&top_point->p3_vec,&tempv);
105 vm_vec_copy_scale(&tempv,&rod_norm,bot_width);
108 vm_vec_sub(&rod_points[2].p3_vec,&bot_point->p3_vec,&tempv);
109 vm_vec_add(&rod_points[3].p3_vec,&bot_point->p3_vec,&tempv);
112 //now code the four points
114 for (i=0,codes_and=0xff;i<4;i++)
115 codes_and &= g3_code_point(&rod_points[i]);
118 return 1; //1 means off screen
120 //clear flags for new points (not projected)
123 rod_points[i].p3_flags = 0;
128 //draw a polygon that is always facing you
129 //returns 1 if off screen, 0 if drew
130 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
132 if (calc_rod_corners(bot_point,bot_width,top_point,top_width))
135 return g3_draw_poly(4,rod_point_list);
139 //draw a bitmap object that is always facing you
140 //returns 1 if off screen, 0 if drew
141 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light)
143 if (calc_rod_corners(bot_point,bot_width,top_point,top_width))
146 uvl_list[0].l = uvl_list[1].l = uvl_list[2].l = uvl_list[3].l = light;
148 return g3_draw_tmap(4,rod_point_list,uvl_list,bitmap);
152 int checkmuldiv(fix *r,fix a,fix b,fix c);
155 #if (!(defined(D1XD3D) || defined(OGL)))
156 //draws a bitmap with the specified 3d width & height
157 //returns 1 if off screen, 0 if drew
158 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
164 if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
167 g3_project_point(&pnt);
169 if (pnt.p3_flags & PF_OVERFLOW)
172 if (checkmuldiv(&t,width,Canv_w2,pnt.p3_z))
173 w = fixmul(t,Matrix_scale.x);
177 if (checkmuldiv(&t,height,Canv_h2,pnt.p3_z))
178 h = fixmul(t,Matrix_scale.y);
182 blob_vertices[0].x = pnt.p3_sx - w;
183 blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
184 blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
185 blob_vertices[2].y = pnt.p3_sy + h;
187 scale_bitmap(bm,blob_vertices,0);
195 if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
198 g3_project_point(&pnt);
200 if (pnt.p3_flags & PF_OVERFLOW)
207 w = fixmul(fl2f(((f2fl(width)*fCanv_w2) / fz)), Matrix_scale.x);
208 h = fixmul(fl2f(((f2fl(height)*fCanv_h2) / fz)), Matrix_scale.y);
210 blob_vertices[0].x = pnt.p3_sx - w;
211 blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
212 blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
213 blob_vertices[2].y = pnt.p3_sy + h;
215 scale_bitmap(bm,blob_vertices);