diff options
author | Matthew Hoops | 2011-10-23 21:38:40 -0400 |
---|---|---|
committer | Matthew Hoops | 2011-10-23 21:38:40 -0400 |
commit | cbcdf9909223d220e94829cd57a0e76b573bb1f9 (patch) | |
tree | 579ec05ee00e6f5dc2eea0f4c7b0fe2359270075 /engines/pegasus/neighborhood/mars/spacechase3d.h | |
parent | c3d9a1cb358e868b6af0a2c010dea017004aa90f (diff) | |
download | scummvm-rg350-cbcdf9909223d220e94829cd57a0e76b573bb1f9.tar.gz scummvm-rg350-cbcdf9909223d220e94829cd57a0e76b573bb1f9.tar.bz2 scummvm-rg350-cbcdf9909223d220e94829cd57a0e76b573bb1f9.zip |
PEGASUS: Add the basic 3D logic for the space chase
Diffstat (limited to 'engines/pegasus/neighborhood/mars/spacechase3d.h')
-rwxr-xr-x | engines/pegasus/neighborhood/mars/spacechase3d.h | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/engines/pegasus/neighborhood/mars/spacechase3d.h b/engines/pegasus/neighborhood/mars/spacechase3d.h new file mode 100755 index 0000000000..3f22ba68e4 --- /dev/null +++ b/engines/pegasus/neighborhood/mars/spacechase3d.h @@ -0,0 +1,91 @@ +/* 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/mars.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 |