Matthew Hoops 3f69c195ae PEGASUS: Allow for initial support of the space chase
It's not ready yet, but it's slowly becoming playable. For instance, scaling, the shuttle HUD, and the energy beam work on the first try which is nothing short of a miracle.

This commit also moved around some Mars constants because the previous include setup did not work; I hope to make the other neighborhoods have a separate constants file too.
2011-10-28 01:24:57 -04:00

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3.5 KiB
C++
Executable File

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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.
*
*/
#ifndef PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H
#define PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H
#include "pegasus/neighborhood/mars/constants.h"
namespace Pegasus {
// This is approximately right for a field of view of 72 degrees
// (Should be set to the tangent of FOV).
//const float kTangentFOV = 0.76254;
const float kTangentFOV = 1.0;
// Define these as macros and they can be used to define constants...
#define convertSpaceXToScreenH(x, z) \
((x) / (z) * (kScreenWidth / (2 * kTangentFOV)) + kShuttleWindowMidH)
#define convertSpaceYToScreenV(y, z) \
(kShuttleWindowMidV - (y) / (z) * (kScreenWidth / (2 * kTangentFOV)))
#define convertScreenHToSpaceX(x, d) \
(((2.0 * kTangentFOV) / kScreenWidth) * ((float)(x) - kShuttleWindowMidH) * (d))
#define convertScreenVToSpaceY(y, d) \
(((2.0 * kTangentFOV) / kScreenWidth) * ((float)kShuttleWindowMidV - (y)) * (d))
struct Point3D {
float x, y, z;
Point3D() : x(0), y(0), z(0) {}
Point3D(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
bool operator==(const Point3D &p) const { return x == p.x && y == p.y && z == p.z; }
bool operator!=(const Point3D &p) const { return x != p.x || y != p.y || z != p.z; }
void translate(float dx, float dy, float dz) {
x += dx;
y += dy;
z += dz;
}
};
const int kScreenWidth = kShuttleWindowWidth;
bool isNegative(int a);
bool isPositive(int a);
int sign(int a);
bool sameSign(int a, int b);
void project3DTo2D(const Point3D &pt3D, Common::Point &pt2D);
void project2DTo3D(const Common::Point &pt2D, const float screenDistance, Point3D &pt3D);
void linearInterp(const Point3D &pt1, const Point3D &pt2, const float t, Point3D &pt3);
void linearInterp(const Point3D &pt1, const float x2, const float y2, const float z2, const float t, Point3D &pt3);
void linearInterp(const float x1, const float y1, const float z1, const Point3D &pt2, const float t, Point3D &pt3);
void linearInterp(const float x1, const float y1, const float z1, const float x2,
const float y2, const float z2, const float t, Point3D &pt3);
void linearInterp(const Common::Point &pt1, const Common::Point &pt2, const float t, Common::Point &pt3);
void linearInterp(const Common::Point &pt1, const float h2, const float v2, const float t, Common::Point &pt3);
void linearInterp(const float h1, const float v1, const Common::Point &pt2, const float t, Common::Point &pt3);
void linearInterp(const float h1, const float v1, const float h2, const float v2, const float t, Common::Point &pt3);
float linearInterp(const float arg1, const float arg2, const float t);
} // End of namespace Pegasus
#endif