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-rw-r--r--engines/pegasus/module.mk1
-rwxr-xr-xengines/pegasus/neighborhood/mars/spacechase3d.cpp90
-rwxr-xr-xengines/pegasus/neighborhood/mars/spacechase3d.h91
3 files changed, 182 insertions, 0 deletions
diff --git a/engines/pegasus/module.mk b/engines/pegasus/module.mk
index 27ba5b29de..ae0552eb28 100644
--- a/engines/pegasus/module.mk
+++ b/engines/pegasus/module.mk
@@ -61,6 +61,7 @@ MODULE_OBJS = \
neighborhood/mars/mars.o \
neighborhood/mars/reactor.o \
neighborhood/mars/shuttleenergymeter.o \
+ neighborhood/mars/spacechase3d.o \
neighborhood/norad/norad.o \
neighborhood/norad/noradelevator.o \
neighborhood/norad/pressuredoor.o \
diff --git a/engines/pegasus/neighborhood/mars/spacechase3d.cpp b/engines/pegasus/neighborhood/mars/spacechase3d.cpp
new file mode 100755
index 0000000000..a15898f573
--- /dev/null
+++ b/engines/pegasus/neighborhood/mars/spacechase3d.cpp
@@ -0,0 +1,90 @@
+/* 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.
+ *
+ */
+
+#include "pegasus/neighborhood/mars/spacechase3d.h"
+
+namespace Pegasus {
+
+void project3DTo2D(const Point3D &pt3D, Common::Point &pt2D) {
+ pt2D.x = (int)convertSpaceXToScreenH(pt3D.x, pt3D.z);
+ pt2D.y = (int)convertSpaceYToScreenV(pt3D.y, pt3D.z);
+}
+
+void project2DTo3D(const Common::Point &pt2D, const float screenDistance, Point3D &pt3D) {
+ pt3D.x = convertScreenHToSpaceX(pt2D.x, screenDistance);
+ pt3D.y = convertScreenVToSpaceY(pt2D.y, screenDistance);
+ pt3D.z = screenDistance;
+}
+
+void linearInterp(const Point3D &pt1, const Point3D &pt2, const float t, Point3D &pt3) {
+ pt3.x = pt1.x + (pt2.x - pt1.x) * t;
+ pt3.y = pt1.y + (pt2.y - pt1.y) * t;
+ pt3.z = pt1.z + (pt2.z - pt1.z) * t;
+}
+
+void linearInterp(const Point3D &pt1, const float x2, const float y2, const float z2, const float t, Point3D &pt3) {
+ pt3.x = pt1.x + (x2 - pt1.x) * t;
+ pt3.y = pt1.y + (y2 - pt1.y) * t;
+ pt3.z = pt1.z + (z2 - pt1.z) * t;
+}
+
+void linearInterp(const float x1, const float y1, const float z1, const Point3D &pt2, const float t, Point3D &pt3) {
+ pt3.x = x1 + (pt2.x - x1) * t;
+ pt3.y = y1 + (pt2.y - y1) * t;
+ pt3.z = z1 + (pt2.z - z1) * t;
+}
+
+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) {
+ pt3.x = x1 + (x2 - x1) * t;
+ pt3.y = y1 + (y2 - y1) * t;
+ pt3.z = z1 + (z2 - z1) * t;
+}
+
+void linearInterp(const Common::Point &pt1, const Common::Point &pt2, const float t, Common::Point &pt3) {
+ pt3.x = (int)(pt1.x + (pt2.x - pt1.x) * t);
+ pt3.y = (int)(pt1.y + (pt2.y - pt1.y) * t);
+}
+
+void linearInterp(const Common::Point &pt1, const float h2, const float v2, const float t, Common::Point &pt3) {
+ pt3.x = (int)(pt1.x + (h2 - pt1.x) * t);
+ pt3.y = (int)(pt1.y + (v2 - pt1.y) * t);
+}
+
+void linearInterp(const float h1, const float v1, const Common::Point &pt2, const float t, Common::Point &pt3) {
+ pt3.x = (int)(h1 + (pt2.x - h1) * t);
+ pt3.y = (int)(v1 + (pt2.y - v1) * t);
+}
+
+void linearInterp(const float h1, const float v1, const float h2, const float v2, const float t, Common::Point &pt3) {
+ pt3.x = (int)(h1 + (h2 - h1) * t);
+ pt3.y = (int)(v1 + (v2 - v1) * t);
+}
+
+float linearInterp(const float arg1, const float arg2, const float t) {
+ return arg1 + (arg2 - arg1) * t;
+}
+
+} // End of namespace Pegasus
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