2021-12-26 18:48:43 +01:00

643 lines
16 KiB
C++

/* 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.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "titanic/star_control/camera.h"
#include "titanic/debugger.h"
#include "titanic/star_control/motion_control.h"
#include "titanic/star_control/fmatrix.h"
#include "titanic/star_control/fpoint.h"
#include "titanic/star_control/motion_control_marked.h"
#include "titanic/star_control/motion_control_unmarked.h"
#include "titanic/star_control/error_code.h"
#include "titanic/support/simple_file.h"
#include "titanic/titanic.h"
namespace Titanic {
const double rowScale1 = 100000.0;
const double rowScale2 = 1000000.0;
FMatrix *CCamera::_priorOrientation;
FMatrix *CCamera::_newOrientation;
CCamera::CCamera(const CNavigationInfo *data) :
_lockLevel(ZERO_LOCKED), _motion(nullptr), _isMoved(false), _isInLockingProcess(false) {
createMotionControl(data);
}
CCamera::CCamera(CViewport *src) :
_lockLevel(ZERO_LOCKED), _motion(nullptr), _isMoved(false), _isInLockingProcess(false), _viewport(src) {
}
void CCamera::init() {
_priorOrientation = nullptr;
_newOrientation = nullptr;
}
void CCamera::deinit() {
delete _priorOrientation;
delete _newOrientation;
_priorOrientation = nullptr;
_newOrientation = nullptr;
}
bool CCamera::isLocked() {
return _motion->isLocked();
}
bool CCamera::isNotInLockingProcess() {
return !_isInLockingProcess;
}
CCamera::~CCamera() {
deleteMotionController();
}
void CCamera::setViewport(const CViewport *src) {
_viewport.copyFrom(src);
}
void CCamera::setMotion(const CNavigationInfo *src) {
_motion->setMotion(src);
}
void CCamera::setPosition(const FVector &v) {
if (!isLocked()) {
_viewport.setPosition(v);
setIsMoved();
}
}
void CCamera::setOrientation(const FVector &v) {
if (!isLocked())
_viewport.setOrientation(v);
}
// This never gets called
void CCamera::setRoleAngle(double angle) {
if (!isLocked())
_viewport.SetRoleAngle(angle);
}
// This never gets called
void CCamera::setFrontClip(double n) {
if (!isLocked())
_viewport.setFrontClip(n);
}
// This never gets called
void CCamera::SetBackClip(double f) {
if (!isLocked())
_viewport.setBackClip(f);
}
// This never gets called
void CCamera::setCenterYAngle(int v) {
if (!isLocked())
_viewport.setCenterYAngle(v);
}
// This never gets called
void CCamera::setCenterZAngle(int v) {
if (!isLocked())
_viewport.setCenterZAngle(v);
}
void CCamera::randomizeOrientation() {
if (!isLocked())
_viewport.randomizeOrientation();
}
void CCamera::setFields(StarMode mode, double val) {
if (!isLocked())
_viewport.changeStarColorPixel(mode, val);
}
void CCamera::setDestination(const FVector &v) {
FMatrix orientation = _viewport.getOrientation();
FVector oldPos = _viewport._position;
_motion->moveTo(oldPos, v, orientation);
}
void CCamera::updatePosition(CErrorCode *errorCode) {
if (!_priorOrientation)
_priorOrientation = new FMatrix();
if (!_newOrientation)
_newOrientation = new FMatrix();
*_priorOrientation = _viewport.getOrientation();
*_newOrientation = *_priorOrientation;
FVector priorPos = _viewport._position;
FVector newPos = _viewport._position;
_motion->updatePosition(*errorCode, newPos, *_newOrientation);
if (newPos != priorPos) {
_viewport.setPosition(newPos);
setIsMoved();
}
if (*_priorOrientation != *_newOrientation) {
_viewport.setOrientation(*_newOrientation);
}
}
void CCamera::accelerate() {
_motion->accelerate();
}
void CCamera::deccelerate() {
_motion->deccelerate();
}
void CCamera::fullSpeed() {
_motion->fullSpeed();
}
void CCamera::stop() {
_motion->stop();
}
void CCamera::reposition(double factor) {
if (!isLocked())
_viewport.reposition(factor);
}
void CCamera::setPosition(const FPose &pose) {
if (!isLocked()) {
_viewport.setPosition(pose);
setIsMoved();
}
}
void CCamera::changeOrientation(FMatrix &m) {
if (!isLocked())
_viewport.changeOrientation(m);
}
FPose CCamera::getPose() {
return _viewport.getPose();
}
FPose CCamera::getRawPose() {
return _viewport.getRawPose();
}
double CCamera::getFrontClip() const {
return _viewport._frontClip;
}
double CCamera::getBackClip() const {
return _viewport._backClip;
}
StarColor CCamera::getStarColor() const {
return _viewport._starColor;
}
FVector CCamera::getRelativePos(int index, const FVector &src) {
FVector dest;
double val;
if (index == 2) {
val = _viewport._isZero;
} else {
val = _viewport._valArray[index];
}
dest._x = ((val + src._x) * _viewport._centerVector._x)
/ (_viewport._centerVector._y * src._z);
dest._y = src._y * _viewport._centerVector._x / (_viewport._centerVector._z * src._z);
dest._z = src._z;
return dest;
}
FVector CCamera::getRelativePosNoCentering(int index, const FVector &src) {
return _viewport.getRelativePosNoCentering(index, src);
}
FVector CCamera::getRelativePosCentering(int index, const FVector &v) {
return _viewport.getRelativePosCentering(index, v);
}
FVector CCamera::getRelativePosCenteringRaw(int index, const FVector &v) {
return _viewport.getRelativePosCenteringRaw(index, v);
}
void CCamera::setViewportAngle(const FPoint &angles) {
debug(DEBUG_DETAILED, "setViewportAngle %f %f", angles._x, angles._y);
if (isLocked())
return;
switch(_lockLevel) {
case ZERO_LOCKED: {
FPose subX(X_AXIS, angles._y);
FPose subY(Y_AXIS, -angles._x); // needs to be negative or looking left will cause the view to go right
FPose sub(subX, subY);
changeOrientation(sub);
break;
}
case ONE_LOCKED: {
FVector row1 = _lockedStarsPos._row1;
FPose poseX(X_AXIS, angles._y);
FPose poseY(Y_AXIS, -angles._x); // needs to be negative or looking left will cause the view to go right
FPose pose(poseX, poseY);
FMatrix m1 = _viewport.getOrientation();
FVector tempV1 = _viewport._position;
FVector tempV2 = m1._row1 * rowScale1;
FVector tempV3 = tempV2 + tempV1;
FVector tempV4 = tempV3;
tempV2 = m1._row2 * rowScale1;
FVector tempV5 = m1._row3 * rowScale1;
FVector tempV6 = tempV2 + tempV1;
FVector tempV7 = tempV5 + tempV1;
tempV5 = tempV6;
tempV6 = tempV7;
tempV1 -= row1;
tempV4 -= row1;
tempV5 -= row1;
tempV6 -= row1;
tempV1 = tempV1.matProdRowVect(pose);
tempV4 = tempV4.matProdRowVect(pose);
tempV5 = tempV5.matProdRowVect(pose);
tempV6 = tempV6.matProdRowVect(pose);
tempV4 -= tempV1;
tempV5 -= tempV1;
tempV6 -= tempV1;
float unusedScale = 0.0;
if (!tempV4.normalize(unusedScale) ||
!tempV5.normalize(unusedScale) ||
!tempV6.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
tempV1 += row1;
m1.set(tempV4, tempV5, tempV6);
_viewport.setOrientation(m1);
_viewport.setPosition(tempV1);
break;
}
case TWO_LOCKED: {
FVector tempV2;
FPose m1;
FVector mrow1, mrow2, mrow3;
FVector tempV1, diffV, multV, multV2, tempV3, tempV7;
FPose subX(0, _lockedStarsPos._row1);
FPose subY(Y_AXIS, angles._y);
tempV1 = _lockedStarsPos._row2 - _lockedStarsPos._row1;
diffV = tempV1;
m1 = diffV.formRotXY();
FPose m11;
fposeProd(m1, subX, m11);
subX = m11.inverseTransform();
FPose m12;
fposeProd(subX, subY, m12);
FMatrix m3 = _viewport.getOrientation();
tempV2 = _viewport._position;
multV._x = m3._row1._x * rowScale2;
multV._y = m3._row1._y * rowScale2;
multV._z = m3._row1._z * rowScale2;
tempV3._x = tempV2._x;
tempV3._y = tempV2._y;
tempV3._z = tempV2._z;
multV2._z = m3._row2._z * rowScale2;
tempV1._x = multV._x + tempV3._x;
tempV1._y = multV._y + tempV3._y;
tempV1._z = multV._z + tempV3._z;
mrow3._z = 0.0;
mrow3._y = 0.0;
mrow3._x = 0.0;
multV2._x = m3._row2._x * rowScale2;
multV2._y = m3._row2._y * rowScale2;
mrow1 = tempV1;
multV = multV2 + tempV3;
mrow2 = multV;
tempV7._z = m3._row3._z * rowScale2 + tempV3._z;
tempV7._y = m3._row3._y * rowScale2 + tempV3._y;
tempV7._x = m3._row3._x * rowScale2 + tempV3._x;
mrow3 = tempV7;
tempV3 = tempV3.matProdRowVect(m12);
mrow1 = mrow1.matProdRowVect(m12);
mrow2 = mrow2.matProdRowVect(m12);
mrow3 = mrow3.matProdRowVect(m12);
tempV3 = tempV3.matProdRowVect(m11);
mrow1 = mrow1.matProdRowVect(m11);
mrow2 = mrow2.matProdRowVect(m11);
mrow3 = mrow3.matProdRowVect(m11);
mrow1 -= tempV3;
mrow2 -= tempV3;
mrow3 -= tempV3;
float unusedScale=0.0;
if (!mrow1.normalize(unusedScale) ||
!mrow2.normalize(unusedScale) ||
!mrow3.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
m3.set(mrow1, mrow2, mrow3);
_viewport.setOrientation(m3);
_viewport.setPosition(tempV3);
break;
}
// All three stars are locked on in this case so the camera does not move
// in response to the users mouse movements
case THREE_LOCKED:
default:
break;
}
}
bool CCamera::addLockedStar(const FVector v) {
if (_lockLevel == THREE_LOCKED)
return false;
CNavigationInfo data;
_motion->getMotion(&data);
deleteMotionController();
FVector &row = _lockedStarsPos[(int)_lockLevel];
_lockLevel = (StarLockLevel)((int)_lockLevel + 1);
row = v;
createMotionControl(&data);
return true;
}
bool CCamera::removeLockedStar() {
if (_lockLevel == ZERO_LOCKED)
return false;
CNavigationInfo data;
_motion->getMotion(&data);
deleteMotionController();
_lockLevel = (StarLockLevel)((int)_lockLevel - 1);
createMotionControl(&data);
return true;
}
void CCamera::getRelativeXCenterPixels(double *v1, double *v2, double *v3, double *v4) {
_viewport.getRelativeXCenterPixels(v1, v2, v3, v4);
}
void CCamera::load(SimpleFile *file, int param) {
_viewport.load(file, param);
}
void CCamera::save(SimpleFile *file, int indent) {
_viewport.save(file, indent);
}
bool CCamera::createMotionControl(const CNavigationInfo *src) {
CMotionControl *motion = nullptr;
switch (_lockLevel) {
case ZERO_LOCKED:
motion = new CMotionControlUnmarked(src);
break;
case ONE_LOCKED:
case TWO_LOCKED:
case THREE_LOCKED:
motion = new CMotionControlMarked(src);
break;
default:
break;
}
if (motion) {
assert(!_motion);
_motion = motion;
return true;
} else {
return false;
}
}
void CCamera::deleteMotionController() {
if (_motion) {
delete _motion;
_motion = nullptr;
_isInLockingProcess = false;
}
}
bool CCamera::lockMarker1(FVector v1, FVector firstStarPosition, FVector v3) {
if (_lockLevel != ZERO_LOCKED)
return true;
_isInLockingProcess = true;
FVector tempV;
double val1, val2, val3, val4, val5;
double val6, val7, val8, val9;
val1 = _viewport._centerVector._y * v1._x;
tempV._z = _viewport._frontClip;
val2 = _viewport._centerVector._y * tempV._z * v3._x;
val3 = _viewport._centerVector._z * v1._y;
val4 = _viewport._centerVector._z * tempV._z;
val5 = val1 * v1._z / _viewport._centerVector._x;
v3._z = v1._z;
val6 = val4 * v3._y;
val7 = val3 * v1._z / _viewport._centerVector._x;
val8 = val6 / _viewport._centerVector._x;
val9 = val2 / _viewport._centerVector._x;
v3._x = val5 - _viewport._isZero; // TODO: _viewport._isZero is always zero
v3._y = val7;
tempV._x = val9 - _viewport._isZero; // TODO: _viewport._isZero is always zero
tempV._y = val8;
float unusedScale = 0.0;
if (!v3.normalize(unusedScale) || !tempV.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
FMatrix matrix = _viewport.getOrientation();
const FVector &pos = _viewport._position;
_motion->transitionBetweenOrientations(v3, tempV, pos, matrix);
CCallbackHandler *callback = new CCallbackHandler(this, firstStarPosition);
_motion->setCallback(callback);
return true;
}
bool CCamera::lockMarker2(CViewport *viewport, const FVector &secondStarPosition) {
if (_lockLevel != ONE_LOCKED)
return true;
_isInLockingProcess = true;
FVector firstStarPosition = _lockedStarsPos._row1;
FPose m3(0, firstStarPosition); // Identity matrix and row4 as the 1st stars position
FVector starDelta = secondStarPosition - firstStarPosition;
FPose m10 = starDelta.formRotXY();
FPose m11;
fposeProd(m10, m3, m11);
m10 = m11.inverseTransform();
FVector oldPos = _viewport._position;
FPose m4;
m4._row1 = viewport->_position;
m4._row2 = FVector(0.0, 0.0, 0.0);
m4._row3 = FVector(0.0, 0.0, 0.0);
m4._vector = FVector(0.0, 0.0, 0.0);
FMatrix newOr = viewport->getOrientation();
float yVal1 = newOr._row1._y * rowScale2;
float zVal1 = newOr._row1._z * rowScale2;
float xVal1 = newOr._row2._x * rowScale2;
float yVal2 = newOr._row2._y * rowScale2;
float zVal2 = newOr._row2._z * rowScale2;
float zVal3 = zVal1 + m4._row1._z;
float yVal3 = yVal1 + m4._row1._y;
float xVal2 = newOr._row1._x * rowScale2 + m4._row1._x;
float zVal4 = zVal2 + m4._row1._z;
float yVal4 = yVal2 + m4._row1._y;
float xVal3 = xVal1 + m4._row1._x;
FVector tempV4(xVal2, yVal3, zVal3);
FVector tempV3(xVal3, yVal4, zVal4);
m4._row3 = tempV4;
FVector tempV5;
tempV5._x = newOr._row3._x * rowScale2;
tempV5._y = newOr._row3._y * rowScale2;
m4._row2 = tempV3;
tempV3._x = tempV5._x + m4._row1._x;
tempV3._y = tempV5._y + m4._row1._y;
tempV3._z = newOr._row3._z * rowScale2 + m4._row1._z;
m4._vector = tempV3;
FVector viewPosition2 = oldPos.matProdRowVect(m10);
m3 = m4.compose2(m10);
float minDistance;
FVector x1(viewPosition2);
FVector x2(m3._row1);
// Find the angle of rotation for m4._row1 that gives the minimum distance to viewPosition
float minDegree = calcAngleForMinDist(x1, x2, minDistance);
m3.rotVectAxisY((double)minDegree);
FPose m13;
m13 = m3.compose2(m11);
m13._row3 -= m13._row1;
m13._row2 -= m13._row1;
m13._vector -= m13._row1;
float unusedScale=0.0;
if (!m13._row2.normalize(unusedScale) ||
!m13._row3.normalize(unusedScale) ||
!m13._vector.normalize(unusedScale) ) {
// Do the normalizations, put the scale amount in unusedScale,
// but if any of the normalizations are unsuccessful, crash
assert(unusedScale);
}
newOr.set(m13._row3, m13._row2, m13._vector);
FVector newPos = m13._row1;
FMatrix oldOr = _viewport.getOrientation();
// WORKAROUND: set old position to new position (1st argument), this prevents
// locking issues when locking the 2nd star. Fixes #9961.
_motion->transitionBetweenPosOrients(newPos, newPos, oldOr, newOr);
CCallbackHandler *callback = new CCallbackHandler(this, secondStarPosition);
_motion->setCallback(callback);
return true;
}
bool CCamera::lockMarker3(CViewport *viewport, const FVector &thirdStarPosition) {
if (_lockLevel != TWO_LOCKED)
return true;
_isInLockingProcess = true;
FMatrix newOr = viewport->getOrientation();
FMatrix oldOr = _viewport.getOrientation();
FVector newPos = viewport->_position;
//FVector oldPos = _viewport._position;
// WORKAROUND: set old position to new position (1st argument), this prevents
// locking issues when locking the 3rd star. Fixes #9961.
_motion->transitionBetweenPosOrients(newPos, newPos, oldOr, newOr);
CCallbackHandler *callback = new CCallbackHandler(this, thirdStarPosition);
_motion->setCallback(callback);
return true;
}
float CCamera::calcAngleForMinDist(FVector &x, FVector &y, float &minDistance) {
FVector tempPos;
minDistance = (float)1.0e20;
float minDegree = 0.0;
float degInc = 1.0; // one degree steps
int nDegrees = floor(360.0/degInc);
for (int i = 0; i < nDegrees; ++i) {
tempPos = y;
tempPos.rotVectAxisY((float)degInc*i);
float distance = x.getDistance(tempPos);
if (distance < minDistance) {
minDistance = distance;
minDegree = (float) degInc*i;
}
}
return minDegree;
}
} // End of namespace Titanic