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-rw-r--r--src/vehicles/Automobile.cpp10
-rw-r--r--src/vehicles/Plane.cpp20
2 files changed, 15 insertions, 15 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 58971786..9db60da0 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -3186,10 +3186,10 @@ CAutomobile::PlaceOnRoadProperly(void)
float c = Cos(angle);
float s = Sin(angle);
- GetRight() = CVector((front.y - rear.y)/len, -(front.x - rear.x)/len, 0.0f);
- GetForward() = CVector(-c*GetRight().y, c*GetRight().x, s);
- GetUp() = CrossProduct(GetRight(), GetForward());
- GetPosition() = CVector((front.x + rear.x)/2.0f, (front.y + rear.y)/2.0f, (frontZ + rearZ)/2.0f + GetHeightAboveRoad());
+ GetMatrix().GetRight() = CVector((front.y - rear.y) / len, -(front.x - rear.x) / len, 0.0f);
+ GetMatrix().GetForward() = CVector(-c * GetRight().y, c * GetRight().x, s);
+ GetMatrix().GetUp() = CrossProduct(GetRight(), GetForward());
+ GetMatrix().GetPosition() = CVector((front.x + rear.x) / 2.0f, (front.y + rear.y) / 2.0f, (frontZ + rearZ) / 2.0f + GetHeightAboveRoad());
}
void
@@ -4408,7 +4408,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
if(GetUp().z > 0.0f){
// simulate fast upward movement if going fast
float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr();
- obj->GetPosition() += GetUp()*speed;
+ obj->GetMatrix().Translate(GetUp()*speed);
}
}
obj->ApplyMoveForce(dist);
diff --git a/src/vehicles/Plane.cpp b/src/vehicles/Plane.cpp
index 10ce225a..71189d84 100644
--- a/src/vehicles/Plane.cpp
+++ b/src/vehicles/Plane.cpp
@@ -359,8 +359,8 @@ CPlane::ProcessControl(void)
CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p;
// Now set matrix
- GetPosition() = (posRear + posFront)/2.0f;
- GetPosition().z += 4.3f;
+ GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
+ GetMatrix().GetPosition().z += 4.3f;
CVector fwd = posFront - posRear;
fwd.Normalise();
if(pitch != 0.0f){
@@ -375,9 +375,9 @@ CPlane::ProcessControl(void)
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
- GetRight() = right;
- GetUp() = up;
- GetForward() = fwd;
+ GetMatrix().GetRight() = right;
+ GetMatrix().GetUp() = up;
+ GetMatrix().GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd*PlanePathSpeed[m_nPlaneId]/60.0f;
@@ -511,8 +511,8 @@ CPlane::ProcessControl(void)
CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p;
// Now set matrix
- GetPosition() = (posRear + posFront)/2.0f;
- GetPosition().z += 1.0f;
+ GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
+ GetMatrix().GetPosition().z += 1.0f;
CVector fwd = posFront - posRear;
fwd.Normalise();
CVector fwd2 = posFront2 - posRear;
@@ -522,9 +522,9 @@ CPlane::ProcessControl(void)
right.z += 3.0f*roll.z;
right.Normalise();
CVector up = CrossProduct(right, fwd);
- GetRight() = right;
- GetUp() = up;
- GetForward() = fwd;
+ GetMatrix().GetRight() = right;
+ GetMatrix().GetUp() = up;
+ GetMatrix().GetForward() = fwd;
// Set speed
m_vecMoveSpeed = fwd*planePathSpeed/60.0f;