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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-21 12:49:10 +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

@ -94,7 +94,7 @@ void plDrawableGenerator::IQuickShadeVerts( uint32_t count, hsVector3 *normal
scale = ( normals[ count ] * lightDir );
// pretend there are two opposing directional lights, but the
// one pointing downish is a little stronger.
const hsScalar kReverseLight = -0.8f;
const float kReverseLight = -0.8f;
if( scale < 0 )
scale = kReverseLight * scale;
colors[ count ] = fLiteColor * scale + fDarkColor * ( 1.f - scale );
@ -286,11 +286,11 @@ plDrawableSpans *plDrawableGenerator::GenerateDrawable( uint32_t vertCount, hsPo
//// GenerateSphericalDrawable ///////////////////////////////////////////////
plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoint3& pos, hsScalar radius, hsGMaterial *material,
plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoint3& pos, float radius, hsGMaterial *material,
const hsMatrix44 &localToWorld, hsBool blended,
const hsColorRGBA* multColor,
hsTArray<uint32_t> *retIndex, plDrawableSpans *toAddTo,
hsScalar qualityScalar )
float qualityScalar )
{
hsTArray<hsPoint3> points;
hsTArray<hsVector3> normals;
@ -314,13 +314,13 @@ plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoi
/// Generate points
for( i = 0; i <= numDivisions; i++ )
{
angle = (float)i * ( hsScalarPI ) / (float)numDivisions;
angle = (float)i * ( M_PI ) / (float)numDivisions;
hsFastMath::SinCosInRange( angle, internRad, z );
internRad *= radius;
for( j = 0; j < numDivisions; j++ )
{
angle = (float)j * ( 2 * hsScalarPI ) / (float)numDivisions;
angle = (float)j * ( 2 * M_PI ) / (float)numDivisions;
hsFastMath::SinCosInRange( angle, x, y );
point.Set( pos.fX + x * internRad, pos.fY + y * internRad, pos.fZ + z * radius );
@ -367,7 +367,7 @@ plDrawableSpans *plDrawableGenerator::GenerateSphericalDrawable( const hsPoi
//// GenerateBoxDrawable /////////////////////////////////////////////////////
plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( hsScalar width, hsScalar height, hsScalar depth,
plDrawableSpans *plDrawableGenerator::GenerateBoxDrawable( float width, float height, float depth,
hsGMaterial *material, const hsMatrix44 &localToWorld, hsBool blended,
const hsColorRGBA* multColor,
hsTArray<uint32_t> *retIndex, plDrawableSpans *toAddTo )
@ -537,7 +537,7 @@ plDrawableSpans *plDrawableGenerator::GenerateBoundsDrawable( hsBounds3Ext *
//// GenerateConicalDrawable /////////////////////////////////////////////////
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsScalar radius, hsScalar height, hsGMaterial *material,
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( float radius, float height, hsGMaterial *material,
const hsMatrix44 &localToWorld, hsBool blended,
const hsColorRGBA* multColor,
hsTArray<uint32_t> *retIndex, plDrawableSpans *toAddTo )
@ -555,7 +555,7 @@ plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsScalar radi
//// GenerateConicalDrawable /////////////////////////////////////////////////
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, hsScalar radius, hsGMaterial *material,
plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsPoint3 &apex, hsVector3 &direction, float radius, hsGMaterial *material,
const hsMatrix44 &localToWorld, hsBool blended,
const hsColorRGBA* multColor,
hsTArray<uint32_t> *retIndex, plDrawableSpans *toAddTo )
@ -604,7 +604,7 @@ plDrawableSpans *plDrawableGenerator::GenerateConicalDrawable( hsPoint3 &ape
normals.Append( -direction );
for( i = 0; i < numDivisions; i++ )
{
angle = (float)i * ( hsScalarPI * 2.f ) / (float)numDivisions;
angle = (float)i * ( M_PI * 2.f ) / (float)numDivisions;
hsFastMath::SinCosInRange( angle, x, y );
points.Append( baseCenter + ( xVec * x * radius ) + ( yVec * y * radius ) );