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authoruruk2014-05-08 14:31:12 +0200
committeruruk2014-05-08 14:31:12 +0200
commit42f3dd6d2b0adf0822066e5e1cf2c83e553094d5 (patch)
tree89a27767c0d9e43e7ebdffb53270f8a2183e82e0 /engines/cge2/general.h
parent5c8d9241aa119c60313cb9d74c033a690fd57fa0 (diff)
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CGE2: Some renaming in V3D and V2D.
Diffstat (limited to 'engines/cge2/general.h')
-rw-r--r--engines/cge2/general.h51
1 files changed, 28 insertions, 23 deletions
diff --git a/engines/cge2/general.h b/engines/cge2/general.h
index 5564cd03ee..a9b7002235 100644
--- a/engines/cge2/general.h
+++ b/engines/cge2/general.h
@@ -45,16 +45,16 @@ struct Dac {
// From CGETYPE.H:
class V3D {
public:
- double X, Y, Z;
+ double _x, _y, _z;
V3D(void) { }
- V3D(double x, double y, double z = 0) : X(x), Y(y), Z(z) { }
- V3D(const V3D &p) : X(p.X), Y(p.Y), Z(p.Z) { }
- V3D operator + (const V3D& p) const { return V3D(X + p.X, Y + p.Y, Z + p.Z); }
- V3D operator - (const V3D& p) const { return V3D(X - p.X, Y - p.Y, Z - p.Z); }
- V3D operator * (long n) const { return V3D(X * n, Y * n, Z * n); }
- V3D operator / (long n) const { return V3D(X / n, Y / n, Z / n); }
- bool operator == (V3D& p) const { return X == p.X && Y == p.Y && Z == p.Z; }
- bool operator != (V3D& p) const { return X != p.X || Y != p.Y || Z != p.Z; }
+ V3D(double x, double y, double z = 0) : _x(x), _y(y), _z(z) { }
+ V3D(const V3D &p) : _x(p._x), _y(p._y), _z(p._z) { }
+ V3D operator + (const V3D& p) const { return V3D(_x + p._x, _y + p._y, _z + p._z); }
+ V3D operator - (const V3D& p) const { return V3D(_x - p._x, _y - p._y, _z - p._z); }
+ V3D operator * (long n) const { return V3D(_x * n, _y * n, _z * n); }
+ V3D operator / (long n) const { return V3D(_x / n, _y / n, _z / n); }
+ bool operator == (V3D& p) const { return _x == p._x && _y == p._y && _z == p._z; }
+ bool operator != (V3D& p) const { return _x != p._x || _y != p._y || _z != p._z; }
V3D& operator += (const V3D& x) { return *this = *this + x; }
V3D& operator -= (const V3D& x) { return *this = *this - x; }
};
@@ -64,25 +64,25 @@ class V2D : public Common::Point {
double round(double number) { return number < 0.0 ? ceil(number - 0.5) : floor(number + 0.5); }
public:
V2D& operator = (const V3D& p3) {
- double m = Eye.Z / (p3.Z - Eye.Z);
- x = round((Eye.X + (Eye.X - p3.X) * m));
- y = round((Eye.Y + (Eye.Y - p3.Y) * m));
+ double m = Eye._z / (p3._z - Eye._z);
+ x = round((Eye._x + (Eye._x - p3._x) * m));
+ y = round((Eye._y + (Eye._y - p3._y) * m));
return *this;
}
V2D(void) { }
V2D(const V3D& p3) { *this = p3; }
V2D(int x, int y) : Common::Point(x, y) { }
static V3D Eye;
- static void SetEye(const V3D &e) { Eye = e; }
- static void SetEye(const V2D& e2, int z = -SCR_WID_) {
- Eye.X = e2.x; Eye.Y = e2.y; Eye.Z = z;
+ static void setEye(const V3D &e) { Eye = e; }
+ static void setEye(const V2D& e2, int z = -SCR_WID_) {
+ Eye._x = e2.x; Eye._y = e2.y; Eye._z = z;
}
- static void SetEye(const char *s) {
+ static void setEye(const char *s) {
char *tempStr;
strcpy(tempStr, s);
- Eye.X = atoi(EncryptedStream::token(tempStr));
- Eye.Y = atoi(EncryptedStream::token(tempStr));
- Eye.Z = atoi(EncryptedStream::token(tempStr));
+ Eye._x = atoi(EncryptedStream::token(tempStr));
+ Eye._y = atoi(EncryptedStream::token(tempStr));
+ Eye._z = atoi(EncryptedStream::token(tempStr));
}
bool operator < (const V2D& p) const { return (x < p.x) && (y < p.y); }
bool operator <= (const V2D& p) const { return (x <= p.x) && (y <= p.y); }
@@ -90,14 +90,19 @@ public:
bool operator >= (const V2D& p) const { return (x >= p.x) && (y >= p.y); }
V2D operator + (const V2D& p) const { return V2D(x + p.x, y + p.y); }
V2D operator - (const V2D& p) const { return V2D(x - p.x, y - p.y); }
- uint16 Area(void) { return x * y; }
- bool Limited(const V2D& p) {
+ uint16 area(void) { return x * y; }
+ bool limited(const V2D& p) {
return (uint16(x) < uint16(p.x)) && (uint16(y) < uint16(p.y));
}
- V2D Scale(int z) {
- double m = Eye.Z / (Eye.Z - z);
+ V2D scale(int z) {
+ double m = Eye._z / (Eye._z - z);
return V2D(trunc(m * x), trunc(m * y));
}
+ static V3D screenToGround(V2D pos) {
+ double z = V2D::Eye._z + (V2D::Eye._y*V2D::Eye._z) / (double(pos.y) - V2D::Eye._y);
+ double x = V2D::Eye._x - ((double(pos.x) - V2D::Eye._x) * (z - V2D::Eye._z)) / V2D::Eye._z;
+ return V3D(round(x), 0, round(z));
+ }
};
} // End of namespace CGE2