Refactored Math::Vector to glm::vec3 in remaining auto classes

dev
Tomasz Kapuściński 2022-01-03 23:47:02 +01:00
parent 4634564f17
commit 55f5d25c95
20 changed files with 80 additions and 84 deletions

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@ -53,7 +53,7 @@ void CAutoFlag::DeleteObject(bool bAll)
void CAutoFlag::Init() void CAutoFlag::Init()
{ {
Math::Vector wind; glm::vec3 wind;
float angle; float angle;
m_time = 0.0f; m_time = 0.0f;

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@ -61,14 +61,14 @@ void CAutoKid::Init()
if ( m_type == OBJECT_TEEN36 ) // trunk ? if ( m_type == OBJECT_TEEN36 ) // trunk ?
{ {
Math::Vector pos = m_object->GetPosition(); glm::vec3 pos = m_object->GetPosition();
m_speed = 1.0f/(1.0f+(Math::Mod(pos.x/10.0f-0.5f, 1.0f)*0.2f)); m_speed = 1.0f/(1.0f+(Math::Mod(pos.x/10.0f-0.5f, 1.0f)*0.2f));
m_progress = Math::Mod(pos.x/10.0f, 1.0f); m_progress = Math::Mod(pos.x/10.0f, 1.0f);
} }
if ( m_type == OBJECT_TEEN37 ) // boat? if ( m_type == OBJECT_TEEN37 ) // boat?
{ {
Math::Vector pos = m_object->GetPosition(); glm::vec3 pos = m_object->GetPosition();
m_speed = 1.0f/(1.0f+(Math::Mod(pos.x/10.0f-0.5f, 1.0f)*0.2f))*2.5f; m_speed = 1.0f/(1.0f+(Math::Mod(pos.x/10.0f-0.5f, 1.0f)*0.2f))*2.5f;
m_progress = Math::Mod(pos.x/10.0f, 1.0f); m_progress = Math::Mod(pos.x/10.0f, 1.0f);
} }
@ -117,7 +117,7 @@ bool CAutoKid::EventProcess(const Event &event)
if ( m_type == OBJECT_TEEN36 ) // trunk? if ( m_type == OBJECT_TEEN36 ) // trunk?
{ {
Math::Vector vib; glm::vec3 vib{};
vib.x = 0.0f; vib.x = 0.0f;
vib.y = sinf(m_progress)*1.0f; vib.y = sinf(m_progress)*1.0f;
vib.z = 0.0f; vib.z = 0.0f;
@ -132,12 +132,11 @@ bool CAutoKid::EventProcess(const Event &event)
{ {
m_lastParticle = m_time; m_lastParticle = m_time;
Math::Vector pos; glm::vec3 pos = m_object->GetPosition();
pos = m_object->GetPosition();
pos.y = m_water->GetLevel()+1.0f; pos.y = m_water->GetLevel()+1.0f;
pos.x += (Math::Rand()-0.5f)*50.0f; pos.x += (Math::Rand()-0.5f)*50.0f;
pos.z += (Math::Rand()-0.5f)*50.0f; pos.z += (Math::Rand()-0.5f)*50.0f;
Math::Vector speed; glm::vec3 speed{};
speed.y = 0.0f; speed.y = 0.0f;
speed.x = 0.0f; speed.x = 0.0f;
speed.z = 0.0f; speed.z = 0.0f;
@ -150,7 +149,7 @@ bool CAutoKid::EventProcess(const Event &event)
if ( m_type == OBJECT_TEEN37 ) // boat? if ( m_type == OBJECT_TEEN37 ) // boat?
{ {
Math::Vector vib; glm::vec3 vib{};
vib.x = 0.0f; vib.x = 0.0f;
vib.y = sinf(m_progress)*1.0f; vib.y = sinf(m_progress)*1.0f;
vib.z = 0.0f; vib.z = 0.0f;
@ -165,12 +164,11 @@ bool CAutoKid::EventProcess(const Event &event)
{ {
m_lastParticle = m_time; m_lastParticle = m_time;
Math::Vector pos; glm::vec3 pos = m_object->GetPosition();
pos = m_object->GetPosition();
pos.y = m_water->GetLevel()+1.0f; pos.y = m_water->GetLevel()+1.0f;
pos.x += (Math::Rand()-0.5f)*20.0f; pos.x += (Math::Rand()-0.5f)*20.0f;
pos.z += (Math::Rand()-0.5f)*20.0f; pos.z += (Math::Rand()-0.5f)*20.0f;
Math::Vector speed; glm::vec3 speed{};
speed.y = 0.0f; speed.y = 0.0f;
speed.x = 0.0f; speed.x = 0.0f;
speed.z = 0.0f; speed.z = 0.0f;

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@ -70,7 +70,7 @@ void CAutoMush::Init()
bool CAutoMush::EventProcess(const Event &event) bool CAutoMush::EventProcess(const Event &event)
{ {
Math::Vector pos, speed, dir; glm::vec3 pos, speed, dir;
glm::vec2 dim; glm::vec2 dim;
float factor, zoom, size, angle; float factor, zoom, size, angle;
int i, channel; int i, channel;
@ -214,7 +214,7 @@ bool CAutoMush::EventProcess(const Event &event)
{ {
m_object->SetRotationX(0.0f); m_object->SetRotationX(0.0f);
m_object->SetRotationZ(0.0f); m_object->SetRotationZ(0.0f);
m_object->SetScale(Math::Vector(1.0f, 1.0f, 1.0f)); m_object->SetScale(glm::vec3(1.0f, 1.0f, 1.0f));
} }
return true; return true;
@ -225,7 +225,7 @@ bool CAutoMush::EventProcess(const Event &event)
bool CAutoMush::SearchTarget() bool CAutoMush::SearchTarget()
{ {
Math::Vector iPos = m_object->GetPosition(); glm::vec3 iPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -281,7 +281,7 @@ bool CAutoMush::SearchTarget()
type != OBJECT_PARA && type != OBJECT_PARA &&
type != OBJECT_HUMAN ) continue; type != OBJECT_HUMAN ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::Distance(oPos, iPos); float dist = Math::Distance(oPos, iPos);
if ( dist < 50.0f ) return true; if ( dist < 50.0f ) return true;
} }

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@ -98,7 +98,7 @@ void CAutoNuclearPlant::Init()
m_lastParticle = 0.0f; m_lastParticle = 0.0f;
mat = m_object->GetWorldMatrix(0); mat = m_object->GetWorldMatrix(0);
m_pos = Math::Transform(*mat, Math::Vector(22.0f, 4.0f, 0.0f)); m_pos = Math::Transform(*mat, glm::vec3(22.0f, 4.0f, 0.0f));
m_phase = ANUP_WAIT; // waiting ... m_phase = ANUP_WAIT; // waiting ...
m_progress = 0.0f; m_progress = 0.0f;
@ -114,7 +114,7 @@ bool CAutoNuclearPlant::EventProcess(const Event &event)
{ {
CObject* cargo; CObject* cargo;
Math::Matrix* mat; Math::Matrix* mat;
Math::Vector pos, goal, speed; glm::vec3 pos, goal, speed;
glm::vec2 dim, rot; glm::vec2 dim, rot;
float angle; float angle;
int i, max; int i, max;
@ -394,14 +394,14 @@ bool CAutoNuclearPlant::SearchVehicle()
void CAutoNuclearPlant::CreatePower() void CAutoNuclearPlant::CreatePower()
{ {
Math::Vector pos = m_object->GetPosition(); glm::vec3 pos = m_object->GetPosition();
float angle = m_object->GetRotationY(); float angle = m_object->GetRotationY();
float powerLevel = 1.0f; float powerLevel = 1.0f;
CObject* power = CObjectManager::GetInstancePointer()->CreateObject(pos, angle, OBJECT_ATOMIC, powerLevel); CObject* power = CObjectManager::GetInstancePointer()->CreateObject(pos, angle, OBJECT_ATOMIC, powerLevel);
dynamic_cast<CTransportableObject&>(*power).SetTransporter(m_object); dynamic_cast<CTransportableObject&>(*power).SetTransporter(m_object);
power->SetPosition(Math::Vector(22.0f, 3.0f, 0.0f)); power->SetPosition(glm::vec3(22.0f, 3.0f, 0.0f));
m_object->SetPower(power); m_object->SetPower(power);
} }

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@ -109,15 +109,13 @@ void CAutoPortico::Init()
void CAutoPortico::Start(int param) void CAutoPortico::Start(int param)
{ {
Math::Vector pos; glm::vec3 pos = m_object->GetPosition();
pos = m_object->GetPosition();
m_finalPos = pos; m_finalPos = pos;
pos.z += PORTICO_TIME_MOVE*5.0f; // back to start pos.z += PORTICO_TIME_MOVE*5.0f; // back to start
m_object->SetPosition(pos); m_object->SetPosition(pos);
m_finalPos.z += PORTICO_TIME_OPEN*5.3f; m_finalPos.z += PORTICO_TIME_OPEN*5.3f;
m_object->SetPartPosition(1, Math::Vector(0.0f, PORTICO_POSa, 0.0f)); m_object->SetPartPosition(1, glm::vec3(0.0f, PORTICO_POSa, 0.0f));
m_object->SetPartRotationY(2, PORTICO_ANGLE1a); m_object->SetPartRotationY(2, PORTICO_ANGLE1a);
m_object->SetPartRotationY(3, PORTICO_ANGLE2a); m_object->SetPartRotationY(3, PORTICO_ANGLE2a);
m_object->SetPartRotationY(4, PORTICO_ANGLE3a); m_object->SetPartRotationY(4, PORTICO_ANGLE3a);
@ -138,7 +136,7 @@ void CAutoPortico::Start(int param)
bool CAutoPortico::EventProcess(const Event &event) bool CAutoPortico::EventProcess(const Event &event)
{ {
CObject* pObj; CObject* pObj;
Math::Vector pos; glm::vec3 pos;
float angle; float angle;
CAuto::EventProcess(event); CAuto::EventProcess(event);
@ -164,12 +162,12 @@ bool CAutoPortico::EventProcess(const Event &event)
m_camera->SetType(Gfx::CAM_TYPE_SCRIPT); m_camera->SetType(Gfx::CAM_TYPE_SCRIPT);
Math::Vector eye = m_startPos; glm::vec3 eye = m_startPos;
eye.x += -100.0f; eye.x += -100.0f;
eye.y += 9.0f; eye.y += 9.0f;
eye.z += -200.0f; eye.z += -200.0f;
Math::Vector lookat = m_object->GetPosition(); glm::vec3 lookat = m_object->GetPosition();
lookat.x += 0.0f; lookat.x += 0.0f;
lookat.y += 10.0f; lookat.y += 10.0f;
lookat.z += -40.0f; lookat.z += -40.0f;
@ -353,7 +351,7 @@ bool CAutoPortico::Abort()
CObject* pObj; CObject* pObj;
m_object->SetPosition(m_finalPos); m_object->SetPosition(m_finalPos);
m_object->SetPartPosition(1, Math::Vector(0.0f, PORTICO_POSb, 0.0f)); m_object->SetPartPosition(1, glm::vec3(0.0f, PORTICO_POSb, 0.0f));
m_object->SetPartRotationY(2, PORTICO_ANGLE1b); m_object->SetPartRotationY(2, PORTICO_ANGLE1b);
m_object->SetPartRotationY(3, PORTICO_ANGLE2b); m_object->SetPartRotationY(3, PORTICO_ANGLE2b);
m_object->SetPartRotationY(4, PORTICO_ANGLE3b); m_object->SetPartRotationY(4, PORTICO_ANGLE3b);

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@ -82,7 +82,7 @@ void CAutoPowerCaptor::Init()
m_lastParticle = 0.0f; m_lastParticle = 0.0f;
mat = m_object->GetWorldMatrix(0); mat = m_object->GetWorldMatrix(0);
m_pos = Math::Transform(*mat, Math::Vector(22.0f, 4.0f, 0.0f)); m_pos = Math::Transform(*mat, glm::vec3(22.0f, 4.0f, 0.0f));
m_phase = APAP_WAIT; // waiting ... m_phase = APAP_WAIT; // waiting ...
m_progress = 0.0f; m_progress = 0.0f;
@ -106,7 +106,7 @@ void CAutoPowerCaptor::StartLightning()
bool CAutoPowerCaptor::EventProcess(const Event &event) bool CAutoPowerCaptor::EventProcess(const Event &event)
{ {
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
int i; int i;
@ -247,11 +247,11 @@ Error CAutoPowerCaptor::GetError()
void CAutoPowerCaptor::ChargeObject(float rTime) void CAutoPowerCaptor::ChargeObject(float rTime)
{ {
Math::Vector sPos = m_object->GetPosition(); glm::vec3 sPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::Distance(oPos, sPos); float dist = Math::Distance(oPos, sPos);
if ( dist > 20.0f ) continue; if ( dist > 20.0f ) continue;

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@ -60,6 +60,6 @@ protected:
float m_speed = 0.0f; float m_speed = 0.0f;
float m_timeVirus = 0.0f; float m_timeVirus = 0.0f;
float m_lastParticle = 0.0f; float m_lastParticle = 0.0f;
Math::Vector m_pos; glm::vec3 m_pos = { 0, 0, 0 };
int m_channelSound = 0; int m_channelSound = 0;
}; };

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@ -120,7 +120,7 @@ void CAutoPowerPlant::Init()
bool CAutoPowerPlant::EventProcess(const Event &event) bool CAutoPowerPlant::EventProcess(const Event &event)
{ {
CObject* cargo; CObject* cargo;
Math::Vector pos, ppos, speed; glm::vec3 pos, ppos, speed;
glm::vec2 dim, c, p; glm::vec2 dim, c, p;
Gfx::TerrainRes res; Gfx::TerrainRes res;
float big; float big;
@ -199,7 +199,7 @@ bool CAutoPowerPlant::EventProcess(const Event &event)
pos = m_object->GetPosition(); pos = m_object->GetPosition();
pos.y += 4.0f; pos.y += 4.0f;
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 3.0f; dim.x = 3.0f;
dim.y = dim.x; dim.y = dim.x;
m_partiSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE1, POWERPLANT_DELAY, 0.0f, 0.0f); m_partiSphere = m_particle->CreateParticle(pos, speed, dim, Gfx::PARTISPHERE1, POWERPLANT_DELAY, 0.0f, 0.0f);
@ -288,7 +288,7 @@ bool CAutoPowerPlant::EventProcess(const Event &event)
pos.x = p.x; pos.x = p.x;
pos.z = p.y; pos.z = p.y;
pos.y += 2.5f+Math::Rand()*3.0f; pos.y += 2.5f+Math::Rand()*3.0f;
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = Math::Rand()*2.0f+1.0f; dim.x = Math::Rand()*2.0f+1.0f;
dim.y = dim.x; dim.y = dim.x;
m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGLINT, 1.0f, 0.0f, 0.0f); m_particle->CreateParticle(pos, speed, dim, Gfx::PARTIGLINT, 1.0f, 0.0f, 0.0f);
@ -332,7 +332,7 @@ bool CAutoPowerPlant::EventProcess(const Event &event)
cargo->SetScale(1.0f); cargo->SetScale(1.0f);
cargo->SetLock(false); // usable battery cargo->SetLock(false); // usable battery
dynamic_cast<CTransportableObject&>(*cargo).SetTransporter(m_object); dynamic_cast<CTransportableObject&>(*cargo).SetTransporter(m_object);
cargo->SetPosition(Math::Vector(0.0f, 3.0f, 0.0f)); cargo->SetPosition(glm::vec3(0.0f, 3.0f, 0.0f));
m_object->SetPower(cargo); m_object->SetPower(cargo);
m_main->DisplayError(INFO_ENERGY, m_object); m_main->DisplayError(INFO_ENERGY, m_object);
@ -400,7 +400,7 @@ CObject* CAutoPowerPlant::SearchMetal()
bool CAutoPowerPlant::SearchVehicle() bool CAutoPowerPlant::SearchVehicle()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -459,7 +459,7 @@ bool CAutoPowerPlant::SearchVehicle()
void CAutoPowerPlant::CreatePower() void CAutoPowerPlant::CreatePower()
{ {
Math::Vector pos = m_object->GetPosition(); glm::vec3 pos = m_object->GetPosition();
float angle = m_object->GetRotationY(); float angle = m_object->GetRotationY();
float powerLevel = 1.0f; float powerLevel = 1.0f;
CObject* power = CObjectManager::GetInstancePointer()->CreateObject(pos, angle, OBJECT_POWER, powerLevel); CObject* power = CObjectManager::GetInstancePointer()->CreateObject(pos, angle, OBJECT_POWER, powerLevel);
@ -474,7 +474,7 @@ void CAutoPowerPlant::CreatePower()
CObject* CAutoPowerPlant::SearchPower() CObject* CAutoPowerPlant::SearchPower()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -483,7 +483,7 @@ CObject* CAutoPowerPlant::SearchPower()
ObjectType type = obj->GetType(); ObjectType type = obj->GetType();
if ( type != OBJECT_POWER ) continue; if ( type != OBJECT_POWER ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
if ( oPos.x == cPos.x && if ( oPos.x == cPos.x &&
oPos.z == cPos.z ) oPos.z == cPos.z )
{ {

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@ -203,11 +203,11 @@ bool CAutoPowerStation::EventProcess(const Event &event)
{ {
m_lastParticle = m_time; m_lastParticle = m_time;
Math::Vector pos, ppos, speed; glm::vec3 pos, ppos, speed;
glm::vec2 dim; glm::vec2 dim;
Math::Matrix* mat = m_object->GetWorldMatrix(0); Math::Matrix* mat = m_object->GetWorldMatrix(0);
pos = Math::Vector(-15.0f, 7.0f, 0.0f); // battery position pos = glm::vec3(-15.0f, 7.0f, 0.0f); // battery position
pos = Math::Transform(*mat, pos); pos = Math::Transform(*mat, pos);
speed.x = (Math::Rand()-0.5f)*20.0f; speed.x = (Math::Rand()-0.5f)*20.0f;
speed.y = (Math::Rand()-0.5f)*20.0f; speed.y = (Math::Rand()-0.5f)*20.0f;
@ -243,7 +243,7 @@ bool CAutoPowerStation::EventProcess(const Event &event)
CObject* CAutoPowerStation::SearchVehicle() CObject* CAutoPowerStation::SearchVehicle()
{ {
Math::Vector sPos = m_object->GetPosition(); glm::vec3 sPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -283,7 +283,7 @@ CObject* CAutoPowerStation::SearchVehicle()
type != OBJECT_MOBILEtg && type != OBJECT_MOBILEtg &&
type != OBJECT_MOBILEdr ) continue; type != OBJECT_MOBILEdr ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::Distance(oPos, sPos); float dist = Math::Distance(oPos, sPos);
if ( dist <= 5.0f ) return obj; if ( dist <= 5.0f ) return obj;
} }

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@ -51,7 +51,7 @@ protected:
float m_lastUpdateTime = 0.0f; float m_lastUpdateTime = 0.0f;
float m_lastParticle = 0.0f; float m_lastParticle = 0.0f;
int m_soundChannel = 0; int m_soundChannel = 0;
Math::Vector m_cargoPos; glm::vec3 m_cargoPos = { 0, 0, 0 };
bool m_bLastVirus = false; bool m_bLastVirus = false;
float m_energyVirus = 0.0f; float m_energyVirus = 0.0f;
}; };

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@ -75,7 +75,7 @@ void CAutoRadar::Init()
bool CAutoRadar::EventProcess(const Event &event) bool CAutoRadar::EventProcess(const Event &event)
{ {
Math::Vector pos, ePos; glm::vec3 pos, ePos;
float speed, angle, prog, freq, ampl; float speed, angle, prog, freq, ampl;
CAuto::EventProcess(event); CAuto::EventProcess(event);
@ -264,9 +264,9 @@ void CAutoRadar::UpdateInterface()
// Seeking the position of an enemy. // Seeking the position of an enemy.
bool CAutoRadar::SearchEnemy(Math::Vector &pos) bool CAutoRadar::SearchEnemy(glm::vec3 &pos)
{ {
Math::Vector iPos = m_object->GetPosition(); glm::vec3 iPos = m_object->GetPosition();
float min = 1000000.0f; float min = 1000000.0f;
m_totalDetect = 0; m_totalDetect = 0;
@ -284,7 +284,7 @@ bool CAutoRadar::SearchEnemy(Math::Vector &pos)
m_totalDetect ++; m_totalDetect ++;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float distance = Math::Distance(oPos, iPos); float distance = Math::Distance(oPos, iPos);
if ( distance < min ) if ( distance < min )
{ {

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@ -49,7 +49,7 @@ public:
protected: protected:
void UpdateInterface(); void UpdateInterface();
bool SearchEnemy(Math::Vector &pos); bool SearchEnemy(glm::vec3 &pos);
protected: protected:
AutoRadarPhase m_phase = ARAP_WAIT; AutoRadarPhase m_phase = ARAP_WAIT;

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@ -81,7 +81,7 @@ void CAutoRepair::Init()
bool CAutoRepair::EventProcess(const Event &event) bool CAutoRepair::EventProcess(const Event &event)
{ {
CObject* vehicle; CObject* vehicle;
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
float angle; float angle;
@ -237,7 +237,7 @@ bool CAutoRepair::CreateInterface(bool bSelect)
CObject* CAutoRepair::SearchVehicle() CObject* CAutoRepair::SearchVehicle()
{ {
Math::Vector sPos = m_object->GetPosition(); glm::vec3 sPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -247,7 +247,7 @@ CObject* CAutoRepair::SearchVehicle()
if ( obj->Implements(ObjectInterfaceType::Movable) && !dynamic_cast<CMovableObject&>(*obj).GetPhysics()->GetLand() ) continue; // in flight? if ( obj->Implements(ObjectInterfaceType::Movable) && !dynamic_cast<CMovableObject&>(*obj).GetPhysics()->GetLand() ) continue; // in flight?
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::Distance(oPos, sPos); float dist = Math::Distance(oPos, sPos);
if ( dist <= 5.0f ) return obj; if ( dist <= 5.0f ) return obj;
} }

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@ -154,7 +154,7 @@ Error CAutoResearch::StartAction(int param)
bool CAutoResearch::EventProcess(const Event &event) bool CAutoResearch::EventProcess(const Event &event)
{ {
CPowerContainerObject* power; CPowerContainerObject* power;
Math::Vector pos, speed; glm::vec3 pos, speed;
Error message; Error message;
glm::vec2 dim; glm::vec2 dim;
float angle; float angle;
@ -500,7 +500,7 @@ bool CAutoResearch::TestResearch(EventType event)
void CAutoResearch::FireStopUpdate(float progress, bool bLightOn) void CAutoResearch::FireStopUpdate(float progress, bool bLightOn)
{ {
Math::Matrix* mat; Math::Matrix* mat;
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
int i; int i;
@ -529,7 +529,7 @@ void CAutoResearch::FireStopUpdate(float progress, bool bLightOn)
mat = m_object->GetWorldMatrix(0); mat = m_object->GetWorldMatrix(0);
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 2.0f; dim.x = 2.0f;
dim.y = dim.x; dim.y = dim.x;

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@ -56,18 +56,18 @@ void CAutoRoot::DeleteObject(bool bAll)
void CAutoRoot::Init() void CAutoRoot::Init()
{ {
Math::Matrix* mat; Math::Matrix* mat;
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
m_time = 0.0f; m_time = 0.0f;
m_lastParticle = 0.0f; m_lastParticle = 0.0f;
mat = m_object->GetWorldMatrix(0); mat = m_object->GetWorldMatrix(0);
pos = Math::Vector(-5.0f, 28.0f, -4.0f); // peak position pos = glm::vec3(-5.0f, 28.0f, -4.0f); // peak position
pos = Math::Transform(*mat, pos); pos = Math::Transform(*mat, pos);
m_center = pos; m_center = pos;
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 100.0f; dim.x = 100.0f;
dim.y = dim.x; dim.y = dim.x;
m_particle->CreateParticle(m_center, speed, dim, Gfx::PARTISPHERE5, 0.5f, 0.0f, 0.0f); m_particle->CreateParticle(m_center, speed, dim, Gfx::PARTISPHERE5, 0.5f, 0.0f, 0.0f);
@ -80,7 +80,7 @@ void CAutoRoot::Init()
bool CAutoRoot::EventProcess(const Event &event) bool CAutoRoot::EventProcess(const Event &event)
{ {
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
CAuto::EventProcess(event); CAuto::EventProcess(event);

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@ -40,5 +40,5 @@ protected:
protected: protected:
float m_lastParticle = 0.0f; float m_lastParticle = 0.0f;
Math::Vector m_center; glm::vec3 m_center = { 0, 0, 0 };
}; };

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@ -100,7 +100,7 @@ void CAutoTower::Init()
bool CAutoTower::EventProcess(const Event &event) bool CAutoTower::EventProcess(const Event &event)
{ {
CObject* target; CObject* target;
Math::Vector pos; glm::vec3 pos;
float angle, quick; float angle, quick;
CAuto::EventProcess(event); CAuto::EventProcess(event);
@ -263,9 +263,9 @@ bool CAutoTower::EventProcess(const Event &event)
// Seeks the nearest target object. // Seeks the nearest target object.
CObject* CAutoTower::SearchTarget(Math::Vector &impact) CObject* CAutoTower::SearchTarget(glm::vec3 &impact)
{ {
Math::Vector iPos = m_object->GetPosition(); glm::vec3 iPos = m_object->GetPosition();
float min = 1000000.0f; float min = 1000000.0f;
CObject* best = nullptr; CObject* best = nullptr;
@ -297,7 +297,7 @@ CObject* CAutoTower::SearchTarget(Math::Vector &impact)
if (obj->GetCrashSphereCount() == 0) continue; if (obj->GetCrashSphereCount() == 0) continue;
Math::Vector oPos = obj->GetFirstCrashSphere().sphere.pos; glm::vec3 oPos = obj->GetFirstCrashSphere().sphere.pos;
float distance = Math::Distance(oPos, iPos); float distance = Math::Distance(oPos, iPos);
if ( distance > TOWER_SCOPE ) continue; // too far if ( distance > TOWER_SCOPE ) continue; // too far
if ( distance < min ) if ( distance < min )
@ -340,7 +340,7 @@ Error CAutoTower::GetError()
void CAutoTower::FireStopUpdate(float progress, bool bLightOn) void CAutoTower::FireStopUpdate(float progress, bool bLightOn)
{ {
Math::Matrix* mat; Math::Matrix* mat;
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
int i; int i;
@ -367,7 +367,7 @@ void CAutoTower::FireStopUpdate(float progress, bool bLightOn)
mat = m_object->GetWorldMatrix(0); mat = m_object->GetWorldMatrix(0);
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 2.0f; dim.x = 2.0f;
dim.y = dim.x; dim.y = dim.x;
@ -494,7 +494,7 @@ bool CAutoTower::Read(CLevelParserLine* line)
m_phase = static_cast< AutoTowerPhase >(line->GetParam("aPhase")->AsInt(ATP_WAIT)); m_phase = static_cast< AutoTowerPhase >(line->GetParam("aPhase")->AsInt(ATP_WAIT));
m_progress = line->GetParam("aProgress")->AsFloat(0.0f); m_progress = line->GetParam("aProgress")->AsFloat(0.0f);
m_speed = line->GetParam("aSpeed")->AsFloat(1.0f); m_speed = line->GetParam("aSpeed")->AsFloat(1.0f);
m_targetPos = line->GetParam("aTargetPos")->AsPoint(Math::Vector()); m_targetPos = line->GetParam("aTargetPos")->AsPoint(glm::vec3(0.0f, 0.0f, 0.0f));
m_angleYactual = line->GetParam("aAngleYactual")->AsFloat(0.0f); m_angleYactual = line->GetParam("aAngleYactual")->AsFloat(0.0f);
m_angleZactual = line->GetParam("aAngleZactual")->AsFloat(0.0f); m_angleZactual = line->GetParam("aAngleZactual")->AsFloat(0.0f);
m_angleYfinal = line->GetParam("aAngleYfinal")->AsFloat(0.0f); m_angleYfinal = line->GetParam("aAngleYfinal")->AsFloat(0.0f);

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@ -56,7 +56,7 @@ public:
protected: protected:
void UpdateInterface(float rTime); void UpdateInterface(float rTime);
CObject* SearchTarget(Math::Vector &impact); CObject* SearchTarget(glm::vec3 &impact);
void FireStopUpdate(float progress, bool bLightOn); void FireStopUpdate(float progress, bool bLightOn);
protected: protected:
@ -66,7 +66,7 @@ protected:
float m_timeVirus = 0.0f; float m_timeVirus = 0.0f;
float m_lastUpdateTime = 0.0f; float m_lastUpdateTime = 0.0f;
float m_lastParticle = 0.0f; float m_lastParticle = 0.0f;
Math::Vector m_targetPos; glm::vec3 m_targetPos = { 0, 0, 0 };
float m_angleYactual = 0.0f; float m_angleYactual = 0.0f;
float m_angleZactual = 0.0f; float m_angleZactual = 0.0f;
float m_angleYfinal = 0.0f; float m_angleYfinal = 0.0f;

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@ -112,7 +112,7 @@ void CAutoVault::Init()
bool CAutoVault::EventProcess(const Event &event) bool CAutoVault::EventProcess(const Event &event)
{ {
CObject* pObj; CObject* pObj;
Math::Vector pos, speed; glm::vec3 pos, speed;
glm::vec2 dim; glm::vec2 dim;
int i, count; int i, count;
@ -243,7 +243,7 @@ bool CAutoVault::EventProcess(const Event &event)
} }
m_object->DeleteAllCrashSpheres(); m_object->DeleteAllCrashSpheres();
m_object->SetCameraCollisionSphere(Math::Sphere(Math::Vector(0.0f, 0.0f, 0.0f), 0.0f)); m_object->SetCameraCollisionSphere(Math::Sphere(glm::vec3(0.0f, 0.0f, 0.0f), 0.0f));
m_sound->Play(SOUND_FINDING, m_object->GetPosition()); m_sound->Play(SOUND_FINDING, m_object->GetPosition());
@ -281,7 +281,7 @@ bool CAutoVault::EventProcess(const Event &event)
} }
// Blinks the keys. // Blinks the keys.
speed = Math::Vector(0.0f, 0.0f, 0.0f); speed = glm::vec3(0.0f, 0.0f, 0.0f);
dim.x = 2.0f; dim.x = 2.0f;
dim.y = dim.x; dim.y = dim.x;
for ( i=0 ; i<4 ; i++ ) for ( i=0 ; i<4 ; i++ )
@ -387,7 +387,7 @@ bool CAutoVault::Read(CLevelParserLine* line)
int CAutoVault::CountKeys() int CAutoVault::CountKeys()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
float cAngle = m_object->GetRotationY(); float cAngle = m_object->GetRotationY();
for (int index = 0; index < 4; index++) for (int index = 0; index < 4; index++)
@ -406,7 +406,7 @@ int CAutoVault::CountKeys()
oType != OBJECT_KEYc && oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue; oType != OBJECT_KEYd ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos); float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue; if ( dist > 20.0f ) continue;
@ -465,7 +465,7 @@ int CAutoVault::CountKeys()
void CAutoVault::LockKeys() void CAutoVault::LockKeys()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -477,7 +477,7 @@ void CAutoVault::LockKeys()
oType != OBJECT_KEYc && oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue; oType != OBJECT_KEYd ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos); float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue; if ( dist > 20.0f ) continue;
@ -489,7 +489,7 @@ void CAutoVault::LockKeys()
void CAutoVault::DownKeys(float progress) void CAutoVault::DownKeys(float progress)
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
@ -501,7 +501,7 @@ void CAutoVault::DownKeys(float progress)
oType != OBJECT_KEYc && oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue; oType != OBJECT_KEYd ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos); float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue; if ( dist > 20.0f ) continue;
@ -514,7 +514,7 @@ void CAutoVault::DownKeys(float progress)
void CAutoVault::DeleteKeys() void CAutoVault::DeleteKeys()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
bool haveDeleted = false; bool haveDeleted = false;
do do
@ -530,7 +530,7 @@ void CAutoVault::DeleteKeys()
oType != OBJECT_KEYc && oType != OBJECT_KEYc &&
oType != OBJECT_KEYd ) continue; oType != OBJECT_KEYd ) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos); float dist = Math::DistanceProjected(oPos, cPos);
if ( dist > 20.0f ) continue; if ( dist > 20.0f ) continue;
@ -546,14 +546,14 @@ void CAutoVault::DeleteKeys()
CObject* CAutoVault::SearchVehicle() CObject* CAutoVault::SearchVehicle()
{ {
Math::Vector cPos = m_object->GetPosition(); glm::vec3 cPos = m_object->GetPosition();
for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects()) for (CObject* obj : CObjectManager::GetInstancePointer()->GetAllObjects())
{ {
if ( obj == m_object ) continue; if ( obj == m_object ) continue;
if (IsObjectBeingTransported(obj)) continue; if (IsObjectBeingTransported(obj)) continue;
Math::Vector oPos = obj->GetPosition(); glm::vec3 oPos = obj->GetPosition();
float dist = Math::DistanceProjected(oPos, cPos); float dist = Math::DistanceProjected(oPos, cPos);
if ( dist <= 4.0f ) return obj; if ( dist <= 4.0f ) return obj;
} }

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@ -70,6 +70,6 @@ protected:
float m_actualAngle = 0.0f; float m_actualAngle = 0.0f;
float m_finalAngle = 0.0f; float m_finalAngle = 0.0f;
bool m_bKey[4] = {}; bool m_bKey[4] = {};
Math::Vector m_keyPos[4]; glm::vec3 m_keyPos[4] = {};
int m_keyParti[4] = {}; int m_keyParti[4] = {};
}; };