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https://github.com/libretro/scummvm.git
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76 lines
2.8 KiB
C++
76 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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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 the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/p4_generic_pc.h"
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namespace ICB {
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inline void pcApplyMatrixLV(MATRIX *m, VECTOR *invec, VECTOR *outvec) {
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outvec->vx = ((int32)m->m[0][0] * invec->vx + (int32)m->m[0][1] * invec->vy + (int32)m->m[0][2] * invec->vz) >> 12;
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outvec->vy = ((int32)m->m[1][0] * invec->vx + (int32)m->m[1][1] * invec->vy + (int32)m->m[1][2] * invec->vz) >> 12;
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outvec->vz = ((int32)m->m[2][0] * invec->vx + (int32)m->m[2][1] * invec->vy + (int32)m->m[2][2] * invec->vz) >> 12;
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}
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void WorldToFilm(const PXvector_PC &worldpos, const PCcamera &camera, bool8 &is_onfilm, PXvector_PC &filmpos) {
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VECTOR scrn;
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VECTOR vWorldPos;
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vWorldPos.vx = (int32)worldpos.x;
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vWorldPos.vy = (int32)worldpos.y;
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vWorldPos.vz = (int32)worldpos.z;
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pcApplyMatrixLV(const_cast<MATRIX *>(&camera.view), &vWorldPos, &scrn);
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scrn.vx += camera.view.t[0];
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scrn.vy += camera.view.t[1];
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scrn.vz += camera.view.t[2];
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if (scrn.vz) {
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scrn.vx = camera.focLen * scrn.vx / scrn.vz;
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scrn.vy = camera.focLen * scrn.vy / scrn.vz;
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}
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filmpos.x = (float)scrn.vx;
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filmpos.y = (float)-scrn.vy; // px convention is upside down y
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filmpos.z = (float)-scrn.vz / 4.0f; // px convention is -ve z : PSX also has zscale * 4 to make it more accurate
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if ((scrn.vx < -SCREEN_WIDTH / 2) || (scrn.vx > SCREEN_WIDTH / 2) || (scrn.vy < -SCREEN_DEPTH / 2) || (scrn.vy > SCREEN_DEPTH / 2))
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is_onfilm = FALSE8;
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else
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is_onfilm = TRUE8;
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}
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PXreal AngleOfVector(PXreal x, PXreal y) {
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if (fabs(x) > 0.0001f) { /*smallest value safe for atan2*/
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return (float)atan2(y, x) / (float)M_PI / 2;
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} else {
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// atan2's y/x would be infinite, so treat as special case
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if (y > 0.0f)
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return (0.5f /*half turn*/ / 2);
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else
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return (-0.5f /*half turn*/ / 2);
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}
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}
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} // End of namespace ICB
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