/* 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/constants.h" namespace Pegasus { // This is approximately right for a field of view of 72 degrees // (Should be set to the tangent of FOV). //static const float kTangentFOV = 0.76254; static 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; } }; static 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