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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 04:09:16 +00:00

Eliminate hsScalar and hsFixed

Modern CPUs support floats just fine... hsFixed was crazy.
This commit is contained in:
2012-01-21 02:03:37 -05:00
parent 5027b5a4ac
commit e020651e4b
584 changed files with 5401 additions and 6399 deletions

View File

@ -82,15 +82,15 @@ public:
/** Initiate the task; make sure we're running on the right type of brain, save off
user input state, and turn off any other running behaviors.*/
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
/** Progress towards the goal using a combination of walking and cheating-via-sliding.
Returns true if we're still working on it; false if we're done. */
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
/** Restore user input state, etc. */
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed);
virtual void Finish(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
/** clear our target, and when we try to eval, we'll just finish */
virtual void LeaveAge(plArmatureMod *avatar);
@ -121,19 +121,19 @@ protected:
/** Progress towards the goal. We get as close as we can by just pushing the same
buttons as the user (forward, turn, etc.) when we're really close we slide
around a bit so we can wind up on the *exact* initial orientation. */
hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
hsBool IMoveTowardsGoal(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
/** Okay, we're in the pure cheating mode now. Try to wrap it up;
returns true when it's finally there. */
bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, hsScalar elapsed);
bool ITryFinish(plArmatureMod *avatar, plAvBrainHuman *brain, double time, float elapsed);
/** Final cheating for position */
hsBool IFinishPosition(hsPoint3 &newPosition, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed);
double time, float elapsed);
/** Final cheating for rotation */
hsBool IFinishRotation(hsQuat &newRotation, plArmatureMod *avatar, plAvBrainHuman *brain,
double time, hsScalar elapsed);
double time, float elapsed);
/** If our target's moving, cache its new position and orientation for later math */
hsBool IUpdateObjective(plArmatureMod *avatar);
@ -170,17 +170,17 @@ protected:
hsBool fStillRotating; // haven't yet reached the final orientation
hsVector3 fGoalVec; // vec from us to the goal
hsScalar fDistance; // how far to the goal?
hsScalar fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
hsScalar fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
hsScalar fDistForward; // distance straight forward to goal plane
hsScalar fDistRight; // distance straight right to goal plane
float fDistance; // how far to the goal?
float fAngForward; // 1.0 = goal is forward; -1.0 = goal is backward
float fAngRight; // 1.0 = goal is directly right; -1.0 = goal is directly left
float fDistForward; // distance straight forward to goal plane
float fDistRight; // distance straight right to goal plane
hsScalar fShuffleRange;
hsScalar fMaxSidleAngle; // in right . goal
hsScalar fMaxSidleRange; // in feet
hsScalar fMinFwdAngle; // in fwd . goal
hsScalar fMaxBackAngle; // in fwd . goal
float fShuffleRange;
float fMaxSidleAngle; // in right . goal
float fMaxSidleRange; // in feet
float fMinFwdAngle; // in fwd . goal
float fMaxBackAngle; // in fwd . goal
double fStartTime;
uint8_t fFlags;