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-rw-r--r--src/core/Camera.cpp56
1 files changed, 28 insertions, 28 deletions
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 4f565897..4e988c15 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -170,9 +170,9 @@ WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSp
float TargetSpeed = Delta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
// if(TargetSpeed - *CurrentSpeed > 0.0f)
-// *CurrentSpeed += Acceleration * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// else
-// *CurrentSpeed -= Acceleration * fabs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
+// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
// this is simpler:
*CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep();
@@ -249,14 +249,14 @@ CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaO
for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){
if(BetaOffset <= 0.0f){
- ToSource = CVector(cos(Beta + BetaOffset + a), sin(Beta + BetaOffset + a), 0.0f)*Dist;
+ ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
return a;
}
if(BetaOffset >= 0.0f){
- ToSource = CVector(cos(Beta + BetaOffset - a), sin(Beta + BetaOffset - a), 0.0f)*Dist;
+ ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist;
if(!CWorld::ProcessLineOfSight(Target, Target + ToSource,
point, ent, checkBuildings, checkVehicles, checkPeds,
checkObjects, checkDummies, true, true))
@@ -500,7 +500,7 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
CVector PlayerPos = FindPlayerPed()->GetPosition();
float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist;
// What's going on here? - AngleToGoTo?
- CVector RotatedSource = PlayerPos + CVector(cos(Beta - AngleToGoTo), sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
+ CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist;
CColPoint colpoint;
CEntity *entity;
@@ -584,9 +584,9 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
float ReqSpeed = DeltaBeta * MaxSpeed;
// Add or subtract absolute depending on sign, genius!
if(ReqSpeed - BetaSpeed > 0.0f)
- BetaSpeed += SpeedStep * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
else
- BetaSpeed -= SpeedStep * fabs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
+ BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep();
// this would be simpler:
// BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep;
@@ -604,14 +604,14 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
BetaSpeed = 0.0f;
}
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
// Check if we can stop rotating
DeltaBeta = FixedTargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
+ if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){
// Stop rotation
PickedASide = false;
Rotating = false;
@@ -624,18 +624,18 @@ CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, fl
HackPlayerOnStoppingTrain || Rotating){
if(TheCamera.m_bCamDirectlyBehind){
Beta = TargetOrientation + PI;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
}
if(TheCamera.m_bCamDirectlyInFront){
Beta = TargetOrientation;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
}
if(HackPlayerOnStoppingTrain){
Beta = TargetOrientation + PI;
- Source.x = TargetCoors.x + Distance * cos(Beta);
- Source.y = TargetCoors.y + Distance * sin(Beta);
+ Source.x = TargetCoors.x + Distance * Cos(Beta);
+ Source.y = TargetCoors.y + Distance * Sin(Beta);
m_fDimensionOfHighestNearCar = 0.0f;
m_fCamBufferedHeight = 0.0f;
m_fCamBufferedHeightSpeed = 0.0f;
@@ -904,7 +904,7 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
while(deltaBeta >= PI) deltaBeta -= 2*PI;
while(deltaBeta < -PI) deltaBeta += 2*PI;
- float BehindCarNess = cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
+ float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front
CarAlpha = -CarAlpha * BehindCarNess;
if(CarAlpha < -0.01f)
CarAlpha = -0.01f;
@@ -939,8 +939,8 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
Forward = CamTargetEntity->GetForward(); // we actually still have that...
Forward.Normalise(); // shouldn't be necessary
float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f;
- float SideX = 2.5f * cos(CarSideAngle);
- float SideY = 2.5f * sin(CarSideAngle);
+ float SideX = 2.5f * Cos(CarSideAngle);
+ float SideY = 2.5f * Sin(CarSideAngle);
CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1);
CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2);
@@ -1042,7 +1042,7 @@ CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, floa
WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true);
- Source.z = TargetCoors.z + sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
+ Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset;
}
// Rotate cam behind the car when the car is moving forward
@@ -1062,7 +1062,7 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
+ if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0)
m_bFixingBeta = true;
CPad *pad = CPad::GetPad(0);
@@ -1088,14 +1088,14 @@ CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation)
if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this)
Beta = m_fTransitionBeta;
- Source.x = TargetCoors.x - cos(Beta)*Dist;
- Source.y = TargetCoors.y - sin(Beta)*Dist;
+ Source.x = TargetCoors.x - Cos(Beta)*Dist;
+ Source.y = TargetCoors.y - Sin(Beta)*Dist;
// Check if we're done
DeltaBeta = TargetOrientation - Beta;
while(DeltaBeta >= PI) DeltaBeta -= 2*PI;
while(DeltaBeta < -PI) DeltaBeta += 2*PI;
- if(fabs(DeltaBeta) < DEGTORAD(2.0f))
+ if(Abs(DeltaBeta) < DEGTORAD(2.0f))
m_bFixingBeta = false;
}
TheCamera.m_bCamDirectlyBehind = false;
@@ -1157,14 +1157,14 @@ CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOri
return false;
if(Fix1){
- Source.x = Target.x - cos(Beta)*Dist1;
- Source.y = Target.y - sin(Beta)*Dist1;
+ Source.x = Target.x - Cos(Beta)*Dist1;
+ Source.y = Target.y - Sin(Beta)*Dist1;
if(Mode == MODE_BEHINDCAR)
Source = colPoint.point;
}else{
WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false);
- Source.x = Target.x - cos(Beta)*m_fDistanceBeforeChanges;
- Source.y = Target.y - sin(Beta)*m_fDistanceBeforeChanges;
+ Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges;
+ Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges;
}
if(ResetStatics){