aboutsummaryrefslogtreecommitdiff
path: root/engines
diff options
context:
space:
mode:
authorDavid Fioramonti2017-09-01 03:55:54 -0700
committerDavid Fioramonti2017-09-01 04:30:55 -0700
commit24c2e3ce4f6dc70e73efe164c5546dbdc55b90ec (patch)
tree52fdddeeb7c6d767764399ca1ef8ddbb9c67cb8f /engines
parent0df15f0b0de7c31f75dab63836e92bc7899aa51d (diff)
downloadscummvm-rg350-24c2e3ce4f6dc70e73efe164c5546dbdc55b90ec.tar.gz
scummvm-rg350-24c2e3ce4f6dc70e73efe164c5546dbdc55b90ec.tar.bz2
scummvm-rg350-24c2e3ce4f6dc70e73efe164c5546dbdc55b90ec.zip
TITANIC: Replace all external uses of DVector with FVector
Wherever DVector was used outside of DAffine and CMatrixTransform I replaced with FVectors. So Internally those functions are still using DVectors. This required adding some new functions to FVector that duplicated functionality in DVector.
Diffstat (limited to 'engines')
-rw-r--r--engines/titanic/star_control/fvector.cpp61
-rw-r--r--engines/titanic/star_control/fvector.h32
-rw-r--r--engines/titanic/star_control/star_camera.cpp60
-rw-r--r--engines/titanic/star_control/star_camera.h2
-rw-r--r--engines/titanic/star_control/unmarked_camera_mover.cpp4
5 files changed, 127 insertions, 32 deletions
diff --git a/engines/titanic/star_control/fvector.cpp b/engines/titanic/star_control/fvector.cpp
index d880a134f5..4f0fd7db68 100644
--- a/engines/titanic/star_control/fvector.cpp
+++ b/engines/titanic/star_control/fvector.cpp
@@ -22,6 +22,7 @@
#include "titanic/star_control/fvector.h"
#include "titanic/star_control/dvector.h"
+#include "titanic/star_control/daffine.h"
#include "titanic/star_control/fpose.h"
//#include "common/algorithm.h"
//#include "common/textconsole.h"
@@ -48,6 +49,16 @@ FVector FVector::crossProduct(const FVector &src) const {
);
}
+void FVector::rotVectAxisY(float angleDeg) {
+ float sinVal = sin(angleDeg * Deg2Rad);
+ float cosVal = cos(angleDeg * Deg2Rad);
+ float x = cosVal * _x - sinVal * _z;
+ float z = cosVal * _z + sinVal * _x;
+
+ _x = x;
+ _z = z;
+}
+
bool FVector::normalize(float & hyp) {
hyp = sqrt(_x * _x + _y * _y + _z * _z);
if (hyp==0) {
@@ -73,6 +84,23 @@ FVector FVector::addAndNormalize(const FVector &v) const {
return tempV;
}
+FVector FVector::getAnglesAsVect() const {
+ FVector vector = *this;
+ FVector dest;
+
+ if (!vector.normalize(dest._x)) {
+ // Makes this vector have magnitude=1, put the scale amount in dest._x,
+ // but if it is unsuccessful, crash
+ assert(dest._x);
+ }
+
+ dest._y = acos(vector._y); // radian distance/angle that this vector's y component is from the +y axis,
+ // result is restricted to [0,pi]
+ dest._z = atan2(vector._x,vector._z); // result is restricted to [-pi,pi]
+
+ return dest;
+}
+
float FVector::getDistance(const FVector &src) const {
float xd = src._x - _x;
float yd = src._y - _y;
@@ -81,6 +109,14 @@ float FVector::getDistance(const FVector &src) const {
return sqrt(xd * xd + yd * yd + zd * zd);
}
+FVector FVector::MatProdColVect(const DAffine &pose) const {
+ FVector v;
+ v._x = pose._col1._x * _x + pose._col2._x * _y + pose._col3._x * _z + pose._col4._x;
+ v._y = pose._col1._y * _x + pose._col2._y * _y + pose._col3._y * _z + pose._col4._y;
+ v._z = pose._col1._z * _x + pose._col2._z * _y + pose._col3._z * _z + pose._col4._z;
+ return v;
+}
+
FVector FVector::MatProdRowVect(const FPose &pose) const {
FVector v;
v._x = pose._row2._x * _y + pose._row3._x * _z + pose._row1._x * _x + pose._vector._x;
@@ -89,6 +125,31 @@ FVector FVector::MatProdRowVect(const FPose &pose) const {
return v;
}
+DAffine FVector::getFrameTransform(const FVector &v) {
+ DAffine matrix1, matrix2, matrix3, matrix4;
+
+ FVector vector1 = getAnglesAsVect();
+ matrix1.setRotationMatrix(X_AXIS, vector1._y * Rad2Deg);
+ matrix2.setRotationMatrix(Y_AXIS, vector1._z * Rad2Deg);
+ matrix3 = matrix1.compose(matrix2);
+ matrix4 = matrix3.inverseTransform();
+
+ vector1 = v.getAnglesAsVect();
+ matrix1.setRotationMatrix(X_AXIS, vector1._y * Rad2Deg);
+ matrix2.setRotationMatrix(Y_AXIS, vector1._z * Rad2Deg);
+ matrix3 = matrix1.compose(matrix2);
+
+ return matrix4.compose(matrix3);
+}
+
+DAffine FVector::formRotXY() const {
+ FVector v1 = getAnglesAsVect();
+ DAffine m1, m2;
+ m1.setRotationMatrix(X_AXIS, v1._y * Rad2Deg);
+ m2.setRotationMatrix(Y_AXIS, v1._z * Rad2Deg);
+ return m1.compose(m2);
+}
+
Common::String FVector::toString() const {
return Common::String::format("(%.3f,%.3f,%.3f)", _x, _y, _z);
}
diff --git a/engines/titanic/star_control/fvector.h b/engines/titanic/star_control/fvector.h
index 5303702699..18270253c3 100644
--- a/engines/titanic/star_control/fvector.h
+++ b/engines/titanic/star_control/fvector.h
@@ -33,6 +33,7 @@ enum Axis { X_AXIS, Y_AXIS, Z_AXIS };
class FPose;
class DVector;
+class DAffine;
/**
* Floating point vector class.
@@ -66,6 +67,11 @@ public:
FVector crossProduct(const FVector &src) const;
/**
+ * Rotate this vector about the Y axis
+ */
+ void rotVectAxisY(float angleDeg);
+
+ /**
* Attempts to normalizes the vector so the length from origin equals 1.0
* Return value is whether or not it was successful in normalizing
* First argument is scale value that normalizes the vector
@@ -83,6 +89,14 @@ public:
FVector addAndNormalize(const FVector &v) const;
/**
+ * Returns a vector, v, that represents a magnitude, and two angles in radians
+ * 1. Scale this vector to be unit magnitude and store scale in x component of v
+ * 2. X rotation angle from +y axis of this vector is put in y component of v
+ * 3. z component output of v is the 4-quadrant angle that z makes with x (Y axis rotation)
+ */
+ FVector getAnglesAsVect() const;
+
+ /**
* Returns the distance between a specified point and this one
*/
float getDistance(const FVector &src) const;
@@ -94,6 +108,24 @@ public:
FVector MatProdRowVect(const FPose &pose) const;
/**
+ * Returns a vector that is this vector on the right as a column vector
+ * times the 4x3 fpose matrix on the left.
+ */
+ FVector MatProdColVect(const DAffine &pose) const;
+
+ /**
+ * Returns a matrix that contains the frame rotation based on this vector and
+ * a vector rotation based on input vector v
+ */
+ DAffine getFrameTransform(const FVector &v);
+
+ /**
+ * Constructs an affine matrix that does a x then a y axis frame rotation
+ * based on the orientation of this vector
+ */
+ DAffine formRotXY() const;
+
+ /**
* Returns true if the passed vector equals this one
*/
bool operator==(const FVector &src) const {
diff --git a/engines/titanic/star_control/star_camera.cpp b/engines/titanic/star_control/star_camera.cpp
index c9cffd481f..a763f85770 100644
--- a/engines/titanic/star_control/star_camera.cpp
+++ b/engines/titanic/star_control/star_camera.cpp
@@ -522,33 +522,33 @@ bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &secondStarPosi
_isInLockingProcess = true;
FVector firstStarPosition = _lockedStarsPos._row1;
DAffine m2(0, firstStarPosition); // Identity matrix and col4 as the 1st stars position
- DVector starDelta = secondStarPosition - firstStarPosition;
+ FVector starDelta = secondStarPosition - firstStarPosition;
DAffine m1 = starDelta.formRotXY();
m1 = m1.compose(m2);
m2 = m1.inverseTransform();
- DVector oldPos = _viewport._position;
+ FVector oldPos = _viewport._position;
DAffine m4;
m4._col1 = viewport->_position;
- m4._col2 = DVector(0.0, 0.0, 0.0);
- m4._col3 = DVector(0.0, 0.0, 0.0);
- m4._col4 = DVector(0.0, 0.0, 0.0);
+ m4._col2 = FVector(0.0, 0.0, 0.0);
+ m4._col3 = FVector(0.0, 0.0, 0.0);
+ m4._col4 = FVector(0.0, 0.0, 0.0);
FMatrix newOr = viewport->getOrientation();
- double yVal1 = newOr._row1._y * rowScale2;
- double zVal1 = newOr._row1._z * rowScale2;
- double xVal1 = newOr._row2._x * rowScale2;
- double yVal2 = newOr._row2._y * rowScale2;
- double zVal2 = newOr._row2._z * rowScale2;
- double zVal3 = zVal1 + m4._col1._z;
- double yVal3 = yVal1 + m4._col1._y;
- double xVal2 = newOr._row1._x * rowScale2 + m4._col1._x;
- double zVal4 = zVal2 + m4._col1._z;
- double yVal4 = yVal2 + m4._col1._y;
- double xVal3 = xVal1 + m4._col1._x;
-
- DVector tempV4(xVal2, yVal3, zVal3);
- DVector tempV3(xVal3, yVal4, zVal4);
+ 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._col1._z;
+ float yVal3 = yVal1 + m4._col1._y;
+ float xVal2 = newOr._row1._x * rowScale2 + m4._col1._x;
+ float zVal4 = zVal2 + m4._col1._z;
+ float yVal4 = yVal2 + m4._col1._y;
+ float xVal3 = xVal1 + m4._col1._x;
+
+ FVector tempV4(xVal2, yVal3, zVal3);
+ FVector tempV3(xVal3, yVal4, zVal4);
m4._col3 = tempV4;
FVector tempV5;
@@ -561,15 +561,17 @@ bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &secondStarPosi
tempV3._z = newOr._row3._z * rowScale2 + m4._col1._z;
m4._col4 = tempV3;
- DVector viewPosition = oldPos.dAffMatrixProdVec(m2);
+ FVector viewPosition = oldPos.MatProdColVect(m2);
m4._col1 = m4._col1.dAffMatrixProdVec(m2);
m4._col3 = m4._col3.dAffMatrixProdVec(m2);
m4._col2 = m4._col2.dAffMatrixProdVec(m2);
m4._col4 = m4._col4.dAffMatrixProdVec(m2);
- double minDistance;
+ float minDistance;
+ FVector x1(viewPosition);
+ FVector x2(m4._col1);
// Find the angle of rotation for m4._col1 that gives the minimum distance to viewPosition
- double minDegree = calcAngleForMinDist(viewPosition,m4._col1,minDistance);
+ float minDegree = calcAngleForMinDist(x1,x2,minDistance);
m4._col1.rotVectAxisY((double)minDegree);
m4._col2.rotVectAxisY((double)minDegree);
@@ -627,20 +629,20 @@ bool CStarCamera::lockMarker3(CViewport *viewport, const FVector &thirdStarPosit
return true;
}
-double CStarCamera::calcAngleForMinDist(DVector &x, DVector &y, double &minDistance) {
- DVector tempPos;
+float CStarCamera::calcAngleForMinDist(FVector &x, FVector &y, float &minDistance) {
+ FVector tempPos;
minDistance = 1.0e20;
- double minDegree = 0.0;
- double degInc = 1.0; // one degree steps
+ 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((double)degInc*i);
- double distance = x.getDistance(tempPos);
+ tempPos.rotVectAxisY((float)degInc*i);
+ float distance = x.getDistance(tempPos);
if (distance < minDistance) {
minDistance = distance;
- minDegree = (double) degInc*i;
+ minDegree = (float) degInc*i;
}
}
return minDegree;
diff --git a/engines/titanic/star_control/star_camera.h b/engines/titanic/star_control/star_camera.h
index 72c26c12a6..3ffb74950a 100644
--- a/engines/titanic/star_control/star_camera.h
+++ b/engines/titanic/star_control/star_camera.h
@@ -211,7 +211,7 @@ public:
* The angle is in degrees.
* Also returns the minimum distance calculated
*/
- double calcAngleForMinDist(DVector &x, DVector &y, double &minDistance);
+ float calcAngleForMinDist(FVector &x, FVector &y, float &minDistance);
/**
* Returns true for whether the camera has been moved
diff --git a/engines/titanic/star_control/unmarked_camera_mover.cpp b/engines/titanic/star_control/unmarked_camera_mover.cpp
index c1459ec372..7295f4a485 100644
--- a/engines/titanic/star_control/unmarked_camera_mover.cpp
+++ b/engines/titanic/star_control/unmarked_camera_mover.cpp
@@ -50,8 +50,8 @@ void CUnmarkedCameraMover::transitionBetweenOrientations(const FVector &v1, cons
if (isLocked())
decLockCount();
- DVector vector1 = v1;
- DVector vector2 = v2;
+ FVector vector1 = v1;
+ FVector vector2 = v2;
DAffine matrix1 = vector2.getFrameTransform(vector1);
DAffine matrix2 = matrix1.compose(m);