scummvm/engines/icb/non_ad_module.cpp
2020-10-06 09:51:20 +02:00

77 lines
2.8 KiB
C++

/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 "engines/icb/p4_generic_pc.h"
namespace ICB {
inline void pcApplyMatrixLV(MATRIX *m, VECTOR *invec, VECTOR *outvec) {
outvec->vx = ((int)m->m[0][0] * invec->vx + (int)m->m[0][1] * invec->vy + (int)m->m[0][2] * invec->vz) >> 12;
outvec->vy = ((int)m->m[1][0] * invec->vx + (int)m->m[1][1] * invec->vy + (int)m->m[1][2] * invec->vz) >> 12;
outvec->vz = ((int)m->m[2][0] * invec->vx + (int)m->m[2][1] * invec->vy + (int)m->m[2][2] * invec->vz) >> 12;
}
void WorldToFilm(const PXvector_PC &worldpos, const PCcamera &camera, bool8 &is_onfilm, PXvector_PC &filmpos) {
VECTOR scrn;
VECTOR vWorldPos;
vWorldPos.vx = (int)worldpos.x;
vWorldPos.vy = (int)worldpos.y;
vWorldPos.vz = (int)worldpos.z;
pcApplyMatrixLV(const_cast<MATRIX *>(&camera.view), &vWorldPos, &scrn);
scrn.vx += camera.view.t[0];
scrn.vy += camera.view.t[1];
scrn.vz += camera.view.t[2];
if (scrn.vz) {
scrn.vx = camera.focLen * scrn.vx / scrn.vz;
scrn.vy = camera.focLen * scrn.vy / scrn.vz;
}
filmpos.x = (float)scrn.vx;
filmpos.y = (float)-scrn.vy; // px convention is upside down y
filmpos.z = (float)-scrn.vz / 4.0f; // px convention is -ve z : PSX also has zscale * 4 to make it more accurate
if ((scrn.vx < -SCREEN_WIDTH / 2) || (scrn.vx > SCREEN_WIDTH / 2) || (scrn.vy < -SCREEN_DEPTH / 2) || (scrn.vy > SCREEN_DEPTH / 2))
is_onfilm = FALSE8;
else
is_onfilm = TRUE8;
}
PXreal AngleOfVector(PXreal x, PXreal y) {
if (fabs(x) > 0.0001f) { /*smallest value safe for atan2*/
return (float)atan2(y, x) / (float)M_PI / 2;
} else {
// atan2's y/x would be infinite, so treat as special case
if (y > 0.0f)
return (0.5f /*half turn*/ / 2);
else
return (-0.5f /*half turn*/ / 2);
}
}
} // End of namespace ICB