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27 grs_point blob_vertices[4];
28 g3s_point rod_points[4];
29 g3s_point *rod_point_list[] = {&rod_points[0],&rod_points[1],&rod_points[2],&rod_points[3]};
31 g3s_uvl uvl_list[4] = { { 0x0200,0x0200,0 },
36 //compute the corners of a rod. fills in vertbuf.
37 int calc_rod_corners(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
39 vms_vector delta_vec,top,tempv,rod_norm;
43 //compute vector from one point to other, do cross product with vector
44 //from eye to get perpendiclar
46 vm_vec_sub(&delta_vec,&bot_point->p3_vec,&top_point->p3_vec);
50 delta_vec.x = fixdiv(delta_vec.x,Matrix_scale.x);
51 delta_vec.y = fixdiv(delta_vec.y,Matrix_scale.y);
55 //do lots of normalizing to prevent overflowing. When this code works,
56 //it should be optimized
58 vm_vec_normalize(&delta_vec);
60 vm_vec_copy_normalize(&top,&top_point->p3_vec);
62 vm_vec_cross(&rod_norm,&delta_vec,&top);
64 vm_vec_normalize(&rod_norm);
68 rod_norm.x = fixmul(rod_norm.x,Matrix_scale.x);
69 rod_norm.y = fixmul(rod_norm.y,Matrix_scale.y);
71 //now we have the usable edge. generate four points
75 vm_vec_copy_scale(&tempv,&rod_norm,top_width);
78 vm_vec_add(&rod_points[0].p3_vec,&top_point->p3_vec,&tempv);
79 vm_vec_sub(&rod_points[1].p3_vec,&top_point->p3_vec,&tempv);
81 vm_vec_copy_scale(&tempv,&rod_norm,bot_width);
84 vm_vec_sub(&rod_points[2].p3_vec,&bot_point->p3_vec,&tempv);
85 vm_vec_add(&rod_points[3].p3_vec,&bot_point->p3_vec,&tempv);
88 //now code the four points
90 for (i=0,codes_and=0xff;i<4;i++)
91 codes_and &= g3_code_point(&rod_points[i]);
94 return 1; //1 means off screen
96 //clear flags for new points (not projected)
99 rod_points[i].p3_flags = 0;
104 //draw a polygon that is always facing you
105 //returns 1 if off screen, 0 if drew
106 bool g3_draw_rod_flat(g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width)
108 if (calc_rod_corners(bot_point,bot_width,top_point,top_width))
111 return g3_draw_poly(4,rod_point_list);
115 //draw a bitmap object that is always facing you
116 //returns 1 if off screen, 0 if drew
117 bool g3_draw_rod_tmap(grs_bitmap *bitmap,g3s_point *bot_point,fix bot_width,g3s_point *top_point,fix top_width,fix light)
119 if (calc_rod_corners(bot_point,bot_width,top_point,top_width))
122 uvl_list[0].l = uvl_list[1].l = uvl_list[2].l = uvl_list[3].l = light;
124 return g3_draw_tmap(4,rod_point_list,uvl_list,bitmap);
128 int checkmuldiv(fix *r,fix a,fix b,fix c);
132 //draws a bitmap with the specified 3d width & height
133 //returns 1 if off screen, 0 if drew
134 bool g3_draw_bitmap(vms_vector *pos,fix width,fix height,grs_bitmap *bm, int orientation)
140 if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
143 g3_project_point(&pnt);
145 if (pnt.p3_flags & PF_OVERFLOW)
148 if (checkmuldiv(&t,width,Canv_w2,pnt.p3_z))
149 w = fixmul(t,Matrix_scale.x);
153 if (checkmuldiv(&t,height,Canv_h2,pnt.p3_z))
154 h = fixmul(t,Matrix_scale.y);
158 blob_vertices[0].x = pnt.p3_sx - w;
159 blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
160 blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
161 blob_vertices[2].y = pnt.p3_sy + h;
163 scale_bitmap(bm,blob_vertices,0);
171 if (g3_rotate_point(&pnt,pos) & CC_BEHIND)
174 g3_project_point(&pnt);
176 if (pnt.p3_flags & PF_OVERFLOW)
183 w = fixmul(fl2f(((f2fl(width)*fCanv_w2) / fz)), Matrix_scale.x);
184 h = fixmul(fl2f(((f2fl(height)*fCanv_h2) / fz)), Matrix_scale.y);
186 blob_vertices[0].x = pnt.p3_sx - w;
187 blob_vertices[0].y = blob_vertices[1].y = pnt.p3_sy - h;
188 blob_vertices[1].x = blob_vertices[2].x = pnt.p3_sx + w;
189 blob_vertices[2].y = pnt.p3_sy + h;
191 scale_bitmap(bm, blob_vertices, 0);