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added wrappers around math functions
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31 changed files with 204 additions and 191 deletions
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@ -33,7 +33,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo
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return;
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dist = coors - TheCamera.GetPosition();
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if(fabs(dist.x) < MAX_DIST && fabs(dist.y) < MAX_DIST){
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if(Abs(dist.x) < MAX_DIST && Abs(dist.y) < MAX_DIST){
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distance = dist.Magnitude();
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if(distance < MAX_DIST){
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aLights[NumLights].type = type;
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@ -73,9 +73,9 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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// same weird distance calculation. simplified here
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dist = aLights[i].coors - *objCoors;
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radius = aLights[i].radius;
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if(fabs(dist.x) < radius &&
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fabs(dist.y) < radius &&
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fabs(dist.z) < radius){
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if(Abs(dist.x) < radius &&
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Abs(dist.y) < radius &&
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Abs(dist.z) < radius){
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distance = dist.Magnitude();
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if(distance < radius){
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@ -217,7 +217,7 @@ CPointLights::RenderFogEffect(void)
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// more intensity the closer to light source
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intensity *= 1.0f - sq(dot/FOG_AREA_LENGTH);
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// more intensity the closer to line
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intensity *= 1.0f - sq(sqrt(linedistsq) / FOG_AREA_WIDTH);
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x1FFF;
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@ -251,11 +251,11 @@ CPointLights::RenderFogEffect(void)
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float dx = xi - aLights[i].coors.x;
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float dy = yi - aLights[i].coors.y;
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float lightdist = sqrt(sq(dx) + sq(dy));
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float lightdist = Sqrt(sq(dx) + sq(dy));
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if(lightdist < FOG_AREA_RADIUS){
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dx = xi - TheCamera.GetPosition().x;
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dy = yi - TheCamera.GetPosition().y;
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float camdist = sqrt(sq(dx) + sq(dy));
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float camdist = Sqrt(sq(dx) + sq(dy));
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if(camdist < MAX_DIST){
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float intensity;
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// distance fade
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