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authorDavid Fioramonti2017-08-29 04:44:52 -0700
committerDavid Fioramonti2017-08-30 19:53:13 -0700
commit6a43e8d95894f5f5fd99e2f9707465cc8fe909d1 (patch)
tree65ff9140acabd951c66fad67f0f61c16d3d4d002 /engines
parentb64a5bc3d22c47f917abd55fb7bcc6c3d7534f61 (diff)
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TITANIC: StarCamera work
Diffstat (limited to 'engines')
-rw-r--r--engines/titanic/star_control/star_camera.cpp75
-rw-r--r--engines/titanic/star_control/star_camera.h2
2 files changed, 38 insertions, 39 deletions
diff --git a/engines/titanic/star_control/star_camera.cpp b/engines/titanic/star_control/star_camera.cpp
index a5760e9f33..1ece7efd73 100644
--- a/engines/titanic/star_control/star_camera.cpp
+++ b/engines/titanic/star_control/star_camera.cpp
@@ -34,6 +34,9 @@
namespace Titanic {
+const double rowScale1 = 100000.0;
+const double rowScale2 = 1000000.0;
+
FMatrix *CStarCamera::_priorOrientation;
FMatrix *CStarCamera::_newOrientation;
@@ -260,19 +263,19 @@ void CStarCamera::setViewportAngle(const FPoint &angles) {
}
case ONE_LOCKED: {
- FVector row1 = _matrix._row1;
+ 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 * 100000;
+ FVector tempV2 = m1._row1 * rowScale1;
FVector tempV3 = tempV2 + tempV1;
FVector tempV4 = tempV3;
- tempV2 = m1._row2 * 100000;
- FVector tempV5 = m1._row3 * 100000;
+ tempV2 = m1._row2 * rowScale1;
+ FVector tempV5 = m1._row3 * rowScale1;
FVector tempV6 = tempV2 + tempV1;
FVector tempV7 = tempV5 + tempV1;
@@ -317,10 +320,10 @@ void CStarCamera::setViewportAngle(const FPoint &angles) {
DVector tempV8, tempV9, tempV10, tempV11, tempV12;
DVector tempV13, tempV14, tempV15, tempV16;
- DAffine subX(0, _matrix._row1);
+ DAffine subX(0, _lockedStarsPos._row1);
DAffine subY(Y_AXIS, angles._y);
- tempV1 = _matrix._row2 - _matrix._row1;
+ tempV1 = _lockedStarsPos._row2 - _lockedStarsPos._row1;
diffV = tempV1;
m1 = diffV.rotXY();
m1 = m1.compose(subX);
@@ -329,13 +332,13 @@ void CStarCamera::setViewportAngle(const FPoint &angles) {
FMatrix m3 = _viewport.getOrientation();
tempV2 = _viewport._position;
- multV._x = m3._row1._x * 1000000.0;
- multV._y = m3._row1._y * 1000000.0;
- multV._z = m3._row1._z * 1000000.0;
+ 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 * 1000000.0;
+ multV2._z = m3._row2._z * rowScale2;
tempV1._x = multV._x + tempV3._x;
tempV1._y = multV._y + tempV3._y;
@@ -343,15 +346,15 @@ void CStarCamera::setViewportAngle(const FPoint &angles) {
mrow3._z = 0.0;
mrow3._y = 0.0;
mrow3._x = 0.0;
- multV2._x = m3._row2._x * 1000000.0;
- multV2._y = m3._row2._y * 1000000.0;
+ multV2._x = m3._row2._x * rowScale2;
+ multV2._y = m3._row2._y * rowScale2;
mrow1 = tempV1;
multV = multV2 + tempV3;
mrow2 = multV;
- tempV7._z = m3._row3._z * 1000000.0 + tempV3._z;
- tempV7._y = m3._row3._y * 1000000.0 + tempV3._y;
- tempV7._x = m3._row3._x * 1000000.0 + tempV3._x;
+ 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 = tempV8 = tempV7;
tempV3 = tempV3.dAffMatrixProdVec(subX);
@@ -399,7 +402,7 @@ bool CStarCamera::addLockedStar(const FVector v) {
_mover->copyTo(&data);
deleteHandler();
- FVector &row = _matrix[(int)_starLockState];
+ FVector &row = _lockedStarsPos[(int)_starLockState];
_starLockState = StarLockState((int)_starLockState + 1);
row = v;
setupHandler(&data);
@@ -465,7 +468,7 @@ void CStarCamera::deleteHandler() {
}
}
-bool CStarCamera::lockMarker1(FVector v1, FVector v2, FVector v3) {
+bool CStarCamera::lockMarker1(FVector v1, FVector firstStarPosition, FVector v3) {
if (_starLockState != ZERO_LOCKED)
return true;
@@ -500,17 +503,17 @@ bool CStarCamera::lockMarker1(FVector v1, FVector v2, FVector v3) {
const FVector &pos = _viewport._position;
_mover->transitionBetweenOrientations(v3, tempV, pos, matrix); // TODO: pos does not get used in this function
- CStarVector *sv = new CStarVector(this, v2);
+ CStarVector *sv = new CStarVector(this, firstStarPosition);
_mover->setVector(sv);
return true;
}
-bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &v) {
+bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &secondStarPosition) {
if (_starLockState != ONE_LOCKED)
return true;
-
- DAffine m2(X_AXIS, _matrix._row1);
- DVector tempV1 = v - _matrix._row1;
+ FVector firstStarPosition = _lockedStarsPos._row1;
+ DAffine m2(X_AXIS, firstStarPosition); // Identity matrix and col4 as the 1st stars position
+ DVector tempV1 = secondStarPosition - firstStarPosition;
DAffine m1 = tempV1.rotXY();
m1 = m1.compose(m2);
m2 = m1.inverseTransform();
@@ -523,14 +526,14 @@ bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &v) {
m4._col4 = DVector(0.0, 0.0, 0.0);
FMatrix m5 = viewport->getOrientation();
- double yVal1 = m5._row1._y * 1000000.0;
- double zVal1 = m5._row1._z * 1000000.0;
- double xVal1 = m5._row2._x * 1000000.0;
- double yVal2 = m5._row2._y * 1000000.0;
- double zVal2 = m5._row2._z * 1000000.0;
+ double yVal1 = m5._row1._y * rowScale2;
+ double zVal1 = m5._row1._z * rowScale2;
+ double xVal1 = m5._row2._x * rowScale2;
+ double yVal2 = m5._row2._y * rowScale2;
+ double zVal2 = m5._row2._z * rowScale2;
double zVal3 = zVal1 + m4._col1._z;
double yVal3 = yVal1 + m4._col1._y;
- double xVal2 = m5._row1._x * 1000000.0 + m4._col1._x;
+ double xVal2 = m5._row1._x * rowScale2 + m4._col1._x;
double zVal4 = zVal2 + m4._col1._z;
double yVal4 = yVal2 + m4._col1._y;
double xVal3 = xVal1 + m4._col1._x;
@@ -540,13 +543,13 @@ bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &v) {
m4._col3 = tempV4;
FVector tempV5;
- tempV5._x = m5._row3._x * 1000000.0;
- tempV5._y = m5._row3._y * 1000000.0;
+ tempV5._x = m5._row3._x * rowScale2;
+ tempV5._y = m5._row3._y * rowScale2;
m4._col2 = tempV3;
tempV3._x = tempV5._x + m4._col1._x;
tempV3._y = tempV5._y + m4._col1._y;
- tempV3._z = m5._row3._z * 1000000.0 + m4._col1._z;
+ tempV3._z = m5._row3._z * rowScale2 + m4._col1._z;
m4._col4 = tempV3;
tempV2 = tempV2.dAffMatrixProdVec(m2);
@@ -601,22 +604,18 @@ bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &v) {
if (minDistance > 1.0e8) {
// The transition will do poorly in this case.
- //removeLockedStar(); // undo locking 2nd star
_mover->transitionBetweenPosOrients(_viewport._position, _viewport._position, m6, m6);
- //CStarVector *sv = new CStarVector(this, v);
- //_mover->setVector(sv);
return false;
}
else {
_mover->transitionBetweenPosOrients(_viewport._position, newPos, m6, m5);
- CStarVector *sv = new CStarVector(this, v);
+ CStarVector *sv = new CStarVector(this, secondStarPosition);
_mover->setVector(sv);
-
}
return true;
}
-bool CStarCamera::lockMarker3(CViewport *viewport, const FVector &v) {
+bool CStarCamera::lockMarker3(CViewport *viewport, const FVector &thirdStarPosition) {
if (_starLockState != TWO_LOCKED)
return true;
@@ -627,7 +626,7 @@ bool CStarCamera::lockMarker3(CViewport *viewport, const FVector &v) {
_mover->transitionBetweenPosOrients(oldPos, newPos, oldOr, newOr);
- CStarVector *sv = new CStarVector(this, v);
+ CStarVector *sv = new CStarVector(this, thirdStarPosition);
_mover->setVector(sv);
return true;
}
diff --git a/engines/titanic/star_control/star_camera.h b/engines/titanic/star_control/star_camera.h
index b22abe6eff..7243f44fc8 100644
--- a/engines/titanic/star_control/star_camera.h
+++ b/engines/titanic/star_control/star_camera.h
@@ -46,7 +46,7 @@ private:
static FMatrix *_newOrientation;
private:
StarLockState _starLockState;
- FMatrix _matrix;
+ FMatrix _lockedStarsPos; // Each row represents the location of a locked star
CCameraMover *_mover;
CViewport _viewport;
bool _isMoved;