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Diffstat (limited to 'engines/wintermute/graphics/transform_tools.cpp')
-rw-r--r-- | engines/wintermute/graphics/transform_tools.cpp | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/engines/wintermute/graphics/transform_tools.cpp b/engines/wintermute/graphics/transform_tools.cpp new file mode 100644 index 0000000000..2390b86391 --- /dev/null +++ b/engines/wintermute/graphics/transform_tools.cpp @@ -0,0 +1,75 @@ +/* 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. + * + * 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 "engines/wintermute/graphics/transform_tools.h" +#include <math.h> + +namespace Wintermute { + + FloatPoint TransformTools::transformPoint(FloatPoint point, float rotate, Point32 zoom, bool mirrorX, bool mirrorY) { + /* + * Returns the coordinates for a point after rotation + */ + float rotateRad = rotate * M_PI / 180; + FloatPoint newPoint; + newPoint.x = (point.x * cos(rotateRad) - point.y * sin(rotateRad))*zoom.x/100; + newPoint.y = (point.x * sin(rotateRad) + point.y * cos(rotateRad))*zoom.y/100; + if (mirrorX) newPoint.x *= -1; + if (mirrorY) newPoint.y *= -1; + /* + * I apply the textbook formula, but first I reverse the Y-axis, otherwise + * I'd be performing a rotation in the wrong direction + */ + return newPoint; + } + + Rect32 TransformTools::newRect (Rect32 oldRect, TransformStruct transform, Point32 *newHotspot) { + Point32 nw(oldRect.left, oldRect.top); + Point32 ne(oldRect.right, oldRect.top); + Point32 sw(oldRect.left, oldRect.bottom); + Point32 se(oldRect.right, oldRect.bottom); + + FloatPoint nw1, ne1, sw1, se1; + + nw1 = transformPoint(nw - transform._hotspot, transform._angle, transform._zoom); + ne1 = transformPoint(ne - transform._hotspot, transform._angle, transform._zoom); + sw1 = transformPoint(sw - transform._hotspot, transform._angle, transform._zoom); + se1 = transformPoint(se - transform._hotspot, transform._angle, transform._zoom); + + float top = MIN(nw1.y, MIN(ne1.y, MIN(sw1.y, se1.y))); + float bottom = MAX(nw1.y, MAX(ne1.y, MAX(sw1.y, se1.y))); + float left = MIN(nw1.x, MIN(ne1.x, MIN(sw1.x, se1.x))); + float right = MAX(nw1.x, MAX(ne1.x, MAX(sw1.x, se1.x))); + + Rect32 res; + newHotspot->y = -floor(top); + newHotspot->x = -floor(left); + + res.top = floor(top) + transform._hotspot.y; + res.bottom = ceil(bottom) + transform._hotspot.y; + res.left = floor(left) + transform._hotspot.x; + res.right = ceil(right) + transform._hotspot.x; + + return res; + } +} |