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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-18 03:55:19 -04:00
fixes and fixes
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1e0f7df47f
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@ -315,12 +315,12 @@ void Block_RecalculateBB(BlockID block) {
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Real32 leftX = Block_GetSpriteBB_LeftX(elemSize, texX, texY, bmp);
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Real32 rightX = Block_GetSpriteBB_RightX(elemSize, texX, texY, bmp);
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Vector3 centre = Vector3_Create3(0.5f, 0, 0.5f);
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Vector3 centre = VECTOR3_CONST(0.5f, 0.0f, 0.5f);
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Vector3 minRaw = Vector3_RotateY3(leftX - 0.5f, bottomY, 0, 45.0f * MATH_DEG2RAD);
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Vector3 maxRaw = Vector3_RotateY3(rightX - 0.5f, topY, 0, 45.0f * MATH_DEG2RAD);
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Vector3_Add(&minRaw, ¢re, &Block_MinBB[block]);
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Vector3_Add(&maxRaw, ¢re, &Block_MaxBB[block]);
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Vector3_Add(&Block_MinBB[block], &minRaw, ¢re);
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Vector3_Add(&Block_MaxBB[block], &maxRaw, ¢re);
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Block_CalcRenderBounds(block);
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}
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@ -193,7 +193,7 @@ void D3D9_SetTexturePartData(IDirect3DTexture9* texture, Int32 x, Int32 y, Bitma
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UInt32 stride = (UInt32)(bmp->Width) * BITMAP_SIZEOF_PIXEL;
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for (yy = 0; yy < bmp->Height; yy++) {
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Platform_MemCpy(src, dst, stride);
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Platform_MemCpy(dst, src, stride);
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src += stride;
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dst += rect.Pitch;
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}
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@ -283,6 +283,8 @@ Int32 Game_CalcRenderType(STRING_PURE String* type) {
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void Game_OnResize(void* obj) {
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Size2D size = Window_GetClientSize();
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Game_Width = size.Width; Game_Height = size.Height;
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if (Game_Width == 0) Game_Width = 1;
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if (Game_Height == 0) Game_Height = 1;
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Gfx_OnWindowResize();
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Game_UpdateProjection();
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@ -271,15 +271,18 @@ bool Stream_ReadUtf8Char(Stream* stream, UInt16* codepoint) {
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bool Stream_ReadLine(Stream* stream, STRING_TRANSIENT String* text) {
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String_Clear(text);
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bool readAny = false;
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for (;;) {
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UInt16 codepoint;
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if (!Stream_ReadUtf8Char(stream, &codepoint)) return false;
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if (!Stream_ReadUtf8Char(stream, &codepoint)) break;
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readAny = true;
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/* Handle \r\n or \n line endings */
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if (codepoint == '\r') continue;
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if (codepoint == '\n') return true;
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String_Append(text, Convert_UnicodeToCP437(codepoint));
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}
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return readAny;
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}
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void Stream_WriteLine(Stream* stream, STRING_TRANSIENT String* text) {
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@ -70,7 +70,6 @@ Vector3 Vector3_GetDirVector(Real32 yawRad, Real32 pitchRad);
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NOTE: This is not an identity function. Returned pitch is always within [-90, 90] degrees.*/
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void Vector3_GetHeading(Vector3 dir, Real32* yawRad, Real32* pitchRad);
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void Matrix_RotateX(Matrix* result, Real32 angle);
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void Matrix_RotateY(Matrix* result, Real32 angle);
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void Matrix_RotateZ(Matrix* result, Real32 angle);
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