/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "common/math.h" #include "common/config-manager.h" #include "engines/myst3/scene.h" #include "engines/myst3/gfx.h" #include "engines/myst3/myst3.h" #include "engines/myst3/node.h" #include "engines/myst3/state.h" #include "math/vector2d.h" namespace Myst3 { Scene::Scene(Myst3Engine *vm) : Window(), _vm(vm), _mouseSpeed(50) { updateMouseSpeed(); } void Scene::updateCamera(Common::Point &mouse) { float pitch = _vm->_state->getLookAtPitch(); float heading = _vm->_state->getLookAtHeading(); if (!_vm->_state->getCursorLocked()) { float speed = 25 / (float)(200 - _mouseSpeed); // Adjust the speed according to the resolution Common::Rect screen = _vm->_gfx->viewport(); speed *= Renderer::kOriginalHeight / (float) screen.height(); if (ConfMan.getBool("mouse_inverted")) { pitch += mouse.y * speed; } else { pitch -= mouse.y * speed; } heading += mouse.x * speed; } // Keep heading within allowed values if (_vm->_state->isCameraLimited()) { float minHeading = _vm->_state->getMinHeading(); float maxHeading = _vm->_state->getMaxHeading(); if (minHeading < maxHeading) { heading = CLIP(heading, minHeading, maxHeading); } else { if (heading < minHeading && heading > maxHeading) { uint distToMin = (uint)ABS(heading - minHeading); uint distToMax = (uint)ABS(heading - maxHeading); if (distToMin > distToMax) heading = maxHeading; else heading = minHeading; } } } // Keep heading in 0..360 range if (heading > 360.0f) heading -= 360.0f; else if (heading < 0.0f) heading += 360.0f; // Keep pitch within allowed values float minPitch = _vm->_state->getCameraMinPitch(); float maxPitch = _vm->_state->getCameraMaxPitch(); if (_vm->_state->isCameraLimited()) { minPitch = _vm->_state->getMinPitch(); maxPitch = _vm->_state->getMaxPitch(); } pitch = CLIP(pitch, minPitch, maxPitch); _vm->_state->lookAt(pitch, heading); _vm->_state->setCameraPitch((int32)pitch); _vm->_state->setCameraHeading((int32)heading); } void Scene::drawSunspotFlare(const SunSpot &s) { Common::Rect frame = Common::Rect(Renderer::kOriginalWidth, Renderer::kFrameHeight); uint8 a = (uint8)(s.intensity * s.radius); uint8 r = (s.color >> 16) & 0xFF; uint8 g = (s.color >> 8) & 0xFF; uint8 b = (s.color >> 0) & 0xFF; _vm->_gfx->selectTargetWindow(this, false, true); _vm->_gfx->drawRect2D(frame, a, r, g, b); } Math::Vector3d Scene::directionToVector(float pitch, float heading) { Math::Vector3d v; float radHeading = Common::deg2rad(heading); float radPitch = Common::deg2rad(pitch); v.setValue(0, cos(radPitch) * cos(radHeading)); v.setValue(1, sin(radPitch)); v.setValue(2, cos(radPitch) * sin(radHeading)); return v; } float Scene::distanceToZone(float spotHeading, float spotPitch, float spotRadius, float heading, float pitch) { Math::Vector3d vLookAt = directionToVector(pitch, heading); Math::Vector3d vSun = directionToVector(spotPitch, spotHeading); float dotProduct = Math::Vector3d::dotProduct(vLookAt, -vSun); float distance = (0.05 * spotRadius - (dotProduct + 1.0) * 90) / (0.05 * spotRadius); return CLIP(distance, 0.0, 1.0); } void Scene::updateMouseSpeed() { _mouseSpeed = ConfMan.getInt("mouse_speed"); } Common::Rect Scene::getPosition() const { Common::Rect screen = _vm->_gfx->viewport(); Common::Rect frame; if (_vm->isWideScreenModEnabled()) { int32 viewportWidth = Renderer::kOriginalWidth; int32 viewportHeight; if (_vm->_state->getViewType() == kMenu) { viewportHeight = Renderer::kOriginalHeight; } else { viewportHeight = Renderer::kFrameHeight; } // Aspect ratio correction frame = Common::Rect(MIN(screen.width(), screen.height() * viewportWidth / viewportHeight), MIN(screen.height(), screen.width() * viewportHeight / viewportWidth)); // Pillarboxing uint left = (screen.width() - frame.width()) / 2; uint top; if (_vm->_state->getViewType() == kMenu) { top = (screen.height() - frame.height()) / 2; } else { top = (screen.height() - frame.height()) * Renderer::kTopBorderHeight / (Renderer::kTopBorderHeight + Renderer::kBottomBorderHeight); } frame.translate(left, top); } else { if (_vm->_state->getViewType() != kMenu) { frame = Common::Rect(screen.width(), screen.height() * Renderer::kFrameHeight / Renderer::kOriginalHeight); frame.translate(screen.left, screen.top + screen.height() * Renderer::kTopBorderHeight / Renderer::kOriginalHeight); } else { frame = screen; } } return frame; } Common::Rect Scene::getOriginalPosition() const { Common::Rect originalPosition; if (_vm->_state->getViewType() != kMenu) { originalPosition = Common::Rect(Renderer::kOriginalWidth, Renderer::kFrameHeight); originalPosition.translate(0, Renderer::kTopBorderHeight); } else { originalPosition = Common::Rect(Renderer::kOriginalWidth, Renderer::kOriginalHeight); } return originalPosition; } void Scene::screenPosToDirection(const Common::Point &screen, float &pitch, float &heading) const { Common::Rect frame = getPosition(); // Screen coords to window coords Common::Point pos = screenPosToWindowPos(screen); // Window coords to normalized coords Math::Vector4d in; in.x() = pos.x * 2 / (float) frame.width() - 1.0; in.y() = 1.0 - pos.y * 2 / (float) frame.height(); in.z() = 1.0; in.w() = 1.0; // Normalized coords to direction Math::Matrix4 A = _vm->_gfx->getMvpMatrix(); A.inverse(); Math::Vector4d out = A.transform(in); Math::Vector3d direction(out.x(), out.y(), out.z()); direction.normalize(); // 3D coords to polar coords Math::Vector2d horizontalProjection = Math::Vector2d(direction.x(), direction.z()); horizontalProjection.normalize(); pitch = 90 - Math::Angle::arcCosine(direction.y()).getDegrees(); heading = Math::Angle::arcCosine(horizontalProjection.getY()).getDegrees(); if (horizontalProjection.getX() > 0.0) heading = 360 - heading; } } // end of namespace Myst3