mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "Engine/StdH.h"
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#include <Engine/Entities/LastPositions.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Base/Timer.h>
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#include <Engine/Templates/StaticArray.cpp>
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CLastPositions::CLastPositions(const CLastPositions &lpOrg)
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{
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lp_avPositions = lpOrg.lp_avPositions ;
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lp_iLast = lpOrg.lp_iLast ;
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lp_ctUsed = lpOrg.lp_ctUsed ;
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lp_tmLastAdded = lpOrg.lp_tmLastAdded ;
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}
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// add a new position
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void CLastPositions::AddPosition(const FLOAT3D &vPos)
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{
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lp_iLast++;
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if (lp_iLast>=lp_avPositions.Count()) {
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lp_iLast=0;
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}
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lp_ctUsed = Min(INDEX(lp_ctUsed+1), lp_avPositions.Count());
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lp_avPositions[lp_iLast] = vPos;
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lp_tmLastAdded = _pTimer->CurrentTick();
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}
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// get a position
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const FLOAT3D &CLastPositions::GetPosition(INDEX iPre)
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{
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INDEX iPos = lp_iLast-iPre;
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if (iPos<0) {
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iPos+=lp_avPositions.Count();
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}
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return lp_avPositions[iPos];
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}
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