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/* 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 "bladerunner/view.h"
#include "common/debug.h"
#include "common/stream.h"
#include "common/util.h"
namespace BladeRunner {
bool View::readVqa(Common::ReadStream *stream) {
_frame = stream->readUint32LE();
float d[12];
for (int i = 0; i != 12; ++i) {
d[i] = stream->readFloatLE();
}
_frameViewMatrix = Matrix4x3(d);
float fovX = stream->readFloatLE();
setFovX(fovX);
calculateSliceViewMatrix();
calculateCameraPosition();
return true;
}
void View::setFovX(float fovX) {
_fovX = fovX;
_viewportPosition.x = 320.0f;
_viewportPosition.y = 240.0f;
_viewportPosition.z = 320.0f / tan(_fovX / 2.0f);
}
void View::calculateSliceViewMatrix() {
Matrix4x3 mRotation = rotationMatrixX(float(M_PI) / 2.0f);
Matrix4x3 mInvert(-1.0f, 0.0f, 0.0f, 0.0f,
0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f);
_sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation);
}
void View::calculateCameraPosition() {
Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix);
_cameraPosition.x = invertedMatrix(0, 3);
_cameraPosition.y = invertedMatrix(1, 3);
_cameraPosition.z = invertedMatrix(2, 3);
}
Vector3 View::calculateScreenPosition(Vector3 worldPosition) {
Vector3 viewPosition = _frameViewMatrix * worldPosition;
return Vector3(
_viewportPosition.x - ((viewPosition.x / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
_viewportPosition.y - ((viewPosition.y / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
viewPosition.z
);
}
} // End of namespace BladeRunner
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