INNER CODE UNIT · C
ZVector
ForsakenX/forsaken · 2dpolys.c:1749
ZVector = FmPolys[ i ].DirVector; /* Calc Forward Vector */
}
else
{
YVector.x = (float) sin( D2R( FmPolys[ i ].Rot ) ); /* Calc Up Vector */
YVector.y = (float) cos( D2R( FmPolys[ i ].Rot ) );
YVector.z = 0.0F;
ZVector = Forward;
if( FmPolys[ i ].Flags & FM_FLAG_RELATIVE )
{
QuatFromDirAndUp( &FmPolys[i].DirVector, &FmPolys[i].UpVector, &TempQuat );
QuatToMatrix( &TempQuat, &TempMatrix );
ApplyMatrix( &TempMatrix, &YVector, &YVector );
ApplyMatrix( &TempMatrix, &ZVector, &ZVector );
}
MatrixCopy = CurrentCamera.Mat;