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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 "titanic/star_control/star_camera.h"
#include "titanic/debugger.h"
#include "titanic/star_control/camera_mover.h"
#include "titanic/star_control/daffine.h"
#include "titanic/star_control/fmatrix.h"
#include "titanic/star_control/fpoint.h"
#include "titanic/star_control/marked_camera_mover.h"
#include "titanic/star_control/unmarked_camera_mover.h"
#include "titanic/star_control/error_code.h"
#include "titanic/support/simple_file.h"
#include "titanic/titanic.h"
namespace Titanic {
FMatrix *CStarCamera::_priorOrientation;
FMatrix *CStarCamera::_newOrientation;
CStarCamera::CStarCamera(const CNavigationInfo *data) :
_starLockState(ZERO_LOCKED), _mover(nullptr), _isMoved(false) {
setupHandler(data);
}
CStarCamera::CStarCamera(CViewport *src) :
_starLockState(ZERO_LOCKED), _mover(nullptr), _isMoved(false), _viewport(src) {
}
void CStarCamera::init() {
_priorOrientation = nullptr;
_newOrientation = nullptr;
}
void CStarCamera::deinit() {
delete _priorOrientation;
delete _newOrientation;
_priorOrientation = nullptr;
_newOrientation = nullptr;
}
bool CStarCamera::isLocked() {
return _mover->isLocked();
}
CStarCamera::~CStarCamera() {
deleteHandler();
}
void CStarCamera::proc2(const CViewport *src) {
_viewport.copyFrom(src);
}
void CStarCamera::proc3(const CNavigationInfo *src) {
_mover->copyFrom(src);
}
void CStarCamera::setPosition(const FVector &v) {
if (!isLocked()) {
_viewport.setPosition(v);
setIsMoved();
}
}
void CStarCamera::setOrientation(const FVector &v) {
if (!isLocked())
_viewport.setOrientation(v);
}
// This never gets called
void CStarCamera::proc6(int v) {
if (!isLocked())
_viewport.setC(v);
}
// This never gets called
void CStarCamera::proc7(int v) {
if (!isLocked())
_viewport.set10(v);
}
// This never gets called
void CStarCamera::proc8(int v) {
if (!isLocked())
_viewport.set14(v);
}
// This never gets called
void CStarCamera::setCenterYAngle(int v) {
if (!isLocked())
_viewport.setCenterYAngle(v);
}
// This never gets called
void CStarCamera::setCenterZAngle(int v) {
if (!isLocked())
_viewport.setCenterZAngle(v);
}
void CStarCamera::randomizeOrientation() {
if (!isLocked())
_viewport.randomizeOrientation();
}
void CStarCamera::proc12(StarMode mode, double v2) {
if (!isLocked())
_viewport.changeStarColorPixel(mode, v2);
}
void CStarCamera::proc13(CViewport *dest) {
*dest = _viewport;
}
void CStarCamera::setDestination(const FVector &v) {
FMatrix orientation = _viewport.getOrientation();
FVector oldPos = _viewport._position;
_mover->moveTo(oldPos, v, orientation);
}
void CStarCamera::updatePosition(CErrorCode *errorCode) {
if (!_priorOrientation)
_priorOrientation = new FMatrix();
if (!_newOrientation)
_newOrientation = new FMatrix();
*_priorOrientation = _viewport.getOrientation();
*_newOrientation = *_priorOrientation;
FVector priorPos = _viewport._position;
FVector newPos = _viewport._position;
_mover->updatePosition(*errorCode, newPos, *_newOrientation);
if (newPos != priorPos) {
_viewport.setPosition(newPos);
setIsMoved();
}
if (*_priorOrientation != *_newOrientation) {
_viewport.setOrientation(*_newOrientation);
}
}
void CStarCamera::increaseForwardSpeed() {
_mover->increaseForwardSpeed();
}
void CStarCamera::increaseBackwardSpeed() {
_mover->increaseBackwardSpeed();
}
void CStarCamera::fullSpeed() {
_mover->fullSpeed();
}
void CStarCamera::stop() {
_mover->stop();
}
void CStarCamera::reposition(double factor) {
if (!isLocked())
_viewport.reposition(factor);
}
void CStarCamera::setPosition(const FPose &pose) {
if (!isLocked()) {
_viewport.setPosition(pose);
setIsMoved();
}
}
void CStarCamera::changeOrientation(FMatrix &m) {
if (!isLocked())
_viewport.changeOrientation(m);
}
FPose CStarCamera::getPose() {
return _viewport.getPose();
}
FPose CStarCamera::getRawPose() {
return _viewport.getRawPose();
}
double CStarCamera::getThreshold() const {
return _viewport._field10;
}
double CStarCamera::proc26() const {
return _viewport._field14;
}
StarColor CStarCamera::getStarColor() const {
return _viewport._starColor;
}
// Similar to CViewport::fn17/fn18
FVector CStarCamera::getRelativePos(int index, const FVector &src) {
FVector dest;
double val;
if (index == 2) {
val = _viewport._isZero;
}
else {
val = _viewport._valArray[index];
}
dest._x = ((val + src._x) * _viewport._centerVector._x)
/ (_viewport._centerVector._y * src._z);
dest._y = src._y * _viewport._centerVector._x / (_viewport._centerVector._z * src._z);
dest._z = src._z;
return dest;
}
FVector CStarCamera::getRelativePosNoCentering(int index, const FVector &src) {
return _viewport.getRelativePosNoCentering(index, src);
}
FVector CStarCamera::proc30(int index, const FVector &v) {
return _viewport.getRelativePosCentering(index, v);
}
FVector CStarCamera::proc31(int index, const FVector &v) {
return _viewport.getRelativePosCentering2(index, v);
}
void CStarCamera::setViewportAngle(const FPoint &angles) {
debug(DEBUG_DETAILED, "setViewportAngle %f %f", angles._x, angles._y);
if (isLocked())
return;
switch(_starLockState) {
case ZERO_LOCKED: {
FPose subX(X_AXIS, angles._y);
FPose subY(Y_AXIS, -angles._x); // needs to be negative or looking left will cause the view to go right
FPose sub(subX, subY);
changeOrientation(sub);
break;
}
case ONE_LOCKED: {
FVector row1 = _matrix._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 tempV3 = tempV2 + tempV1;
FVector tempV4 = tempV3;
tempV2 = m1._row2 * 100000;
FVector tempV5 = m1._row3 * 100000;
FVector tempV6 = tempV2 + tempV1;
FVector tempV7 = tempV5 + tempV1;
tempV5 = tempV6;
tempV6 = tempV7;
tempV1 -= row1;
tempV4 -= row1;
tempV5 -= row1;
tempV6 -= row1;
tempV1 = tempV1.MatProdRowVect(pose);
tempV4 = tempV4.MatProdRowVect(pose);
tempV5 = tempV5.MatProdRowVect(pose);
tempV6 = tempV6.MatProdRowVect(pose);
tempV4 -= tempV1;
tempV5 -= tempV1;
tempV6 -= tempV1;
float unusedScale = 0.0;
if (!tempV4.normalize(unusedScale) ||
!tempV5.normalize(unusedScale) ||
!tempV6.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
tempV1 += row1;
m1.set(tempV4, tempV5, tempV6);
_viewport.setOrientation(m1);
_viewport.setPosition(tempV1);
break;
}
case TWO_LOCKED: {
FVector tempV2;
DAffine m1, m2, sub;
DVector mrow1, mrow2, mrow3;
DVector tempV1, diffV, multV, multV2, tempV3, tempV4, tempV5, tempV6, tempV7;
DVector tempV8, tempV9, tempV10, tempV11, tempV12;
DVector tempV13, tempV14, tempV15, tempV16;
DAffine subX(0, _matrix._row1);
DAffine subY(Y_AXIS, angles._y);
tempV1 = _matrix._row2 - _matrix._row1;
diffV = tempV1;
m1 = diffV.rotXY();
m1 = m1.compose(subX);
subX = m1.inverseTransform();
subX = subX.compose(subY);
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;
tempV3._x = tempV2._x;
tempV3._y = tempV2._y;
tempV3._z = tempV2._z;
multV2._z = m3._row2._z * 1000000.0;
tempV1._x = multV._x + tempV3._x;
tempV1._y = multV._y + tempV3._y;
tempV1._z = multV._z + tempV3._z;
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;
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;
mrow3 = tempV8 = tempV7;
tempV3 = tempV3.dAffMatrixProdVec(subX);
mrow1 = mrow1.dAffMatrixProdVec(subX);
mrow2 = mrow2.dAffMatrixProdVec(subX);
mrow3 = mrow3.dAffMatrixProdVec(subX);
tempV3 = tempV3.dAffMatrixProdVec(m1);
mrow1 = mrow1.dAffMatrixProdVec(m1);
mrow2 = mrow2.dAffMatrixProdVec(m1);
mrow3 = mrow3.dAffMatrixProdVec(m1);
mrow1 -= tempV3;
mrow2 -= tempV3;
mrow3 -= tempV3;
double unusedScale=0.0;
if (!mrow1.normalize(unusedScale) ||
!mrow2.normalize(unusedScale) ||
!mrow3.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
tempV16 = tempV3;
m3.set(mrow1, mrow2, mrow3);
_viewport.setOrientation(m3);
_viewport.setPosition(tempV16);
break;
}
// TODO: should three stars locked do anything in this function? Error?
case THREE_LOCKED:
break;
}
}
bool CStarCamera::addLockedStar(const FVector v) {
if (_starLockState == THREE_LOCKED)
return false;
CNavigationInfo data;
_mover->copyTo(&data);
deleteHandler();
FVector &row = _matrix[(int)_starLockState];
_starLockState = StarLockState((int)_starLockState + 1);
row = v;
setupHandler(&data);
return true;
}
bool CStarCamera::removeLockedStar() {
if (_starLockState == ZERO_LOCKED)
return false;
CNavigationInfo data;
_mover->copyTo(&data);
deleteHandler();
_starLockState = StarLockState((int)_starLockState - 1);
setupHandler(&data);
return true;
}
void CStarCamera::getRelativeXCenterPixels(double *v1, double *v2, double *v3, double *v4) {
_viewport.getRelativeXCenterPixels(v1, v2, v3, v4);
}
void CStarCamera::load(SimpleFile *file, int param) {
_viewport.load(file, param);
}
void CStarCamera::save(SimpleFile *file, int indent) {
_viewport.save(file, indent);
}
bool CStarCamera::setupHandler(const CNavigationInfo *src) {
CCameraMover *mover = nullptr;
switch (_starLockState) {
case ZERO_LOCKED:
mover = new CUnmarkedCameraMover(src);
break;
case ONE_LOCKED:
case TWO_LOCKED:
case THREE_LOCKED:
mover = new CMarkedCameraMover(src);
break;
default:
break;
}
if (mover) {
assert(!_mover);
_mover = mover;
return true;
} else {
return false;
}
}
void CStarCamera::deleteHandler() {
if (_mover) {
delete _mover;
_mover = nullptr;
}
}
bool CStarCamera::lockMarker1(FVector v1, FVector v2, FVector v3) {
if (_starLockState != ZERO_LOCKED)
return true;
FVector tempV;
double val1, val2, val3, val4, val5;
double val6, val7, val8, val9;
val1 = _viewport._centerVector._y * v1._x;
tempV._z = _viewport._field10;
val2 = _viewport._centerVector._y * tempV._z * v3._x;
val3 = _viewport._centerVector._z * v1._y;
val4 = _viewport._centerVector._z * tempV._z;
val5 = val1 * v1._z / _viewport._centerVector._x;
v3._z = v1._z;
val6 = val4 * v3._y;
val7 = val3 * v1._z / _viewport._centerVector._x;
val8 = val6 / _viewport._centerVector._x;
val9 = val2 / _viewport._centerVector._x;
v3._x = val5 - _viewport._isZero; // TODO: _viewport._isZero is always zero
v3._y = val7;
tempV._x = val9 - _viewport._isZero; // TODO: _viewport._isZero is always zero
tempV._y = val8;
float unusedScale = 0.0;
if (!v3.normalize(unusedScale) || !tempV.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
FMatrix matrix = _viewport.getOrientation();
const FVector &pos = _viewport._position;
_mover->proc10(v3, tempV, pos, matrix);
CStarVector *sv = new CStarVector(this, v2);
_mover->setVector(sv);
return true;
}
bool CStarCamera::lockMarker2(CViewport *viewport, const FVector &v) {
if (_starLockState != ONE_LOCKED)
return true;
DAffine m2(X_AXIS, _matrix._row1);
DVector tempV1 = v - _matrix._row1;
DAffine m1 = tempV1.rotXY();
m1 = m1.compose(m2);
m2 = m1.inverseTransform();
DVector tempV2 = _viewport._position;
DAffine m4;
m4._col1 = viewport->_position;
m4._col2 = DVector(0.0, 0.0, 0.0);
m4._col3 = DVector(0.0, 0.0, 0.0);
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 zVal3 = zVal1 + m4._col1._z;
double yVal3 = yVal1 + m4._col1._y;
double xVal2 = m5._row1._x * 1000000.0 + m4._col1._x;
double zVal4 = zVal2 + m4._col1._z;
double yVal4 = yVal2 + m4._col1._y;
double xVal3 = xVal1 + m4._col1._x;
DVector tempV4(xVal2, yVal3, zVal3);
DVector tempV3(xVal3, yVal4, zVal4);
m4._col3 = tempV4;
FVector tempV5;
tempV5._x = m5._row3._x * 1000000.0;
tempV5._y = m5._row3._y * 1000000.0;
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;
m4._col4 = tempV3;
tempV2 = tempV2.dAffMatrixProdVec(m2);
m4._col1 = m4._col1.dAffMatrixProdVec(m2);
m4._col3 = m4._col3.dAffMatrixProdVec(m2);
m4._col2 = m4._col2.dAffMatrixProdVec(m2);
m4._col4 = m4._col4.dAffMatrixProdVec(m2);
// Find the angle that gives the minimum distance
DVector tempPos;
double minDistance = 1.0e20;
int minDegree = 0;
for (int degree = 0; degree < 360; ++degree) {
tempPos = m4._col1;
tempPos.rotVectAxisY((double)degree);
double distance = tempV2.getDistance(tempPos);
if (distance < minDistance) {
minDistance = distance;
minDegree = degree;
}
}
m4._col1.rotVectAxisY((double)minDegree);
m4._col2.rotVectAxisY((double)minDegree);
m4._col3.rotVectAxisY((double)minDegree);
m4._col4.rotVectAxisY((double)minDegree);
m4._col1 = m4._col1.dAffMatrixProdVec(m1);
m4._col2 = m4._col2.dAffMatrixProdVec(m1);
m4._col3 = m4._col3.dAffMatrixProdVec(m1);
m4._col4 = m4._col4.dAffMatrixProdVec(m1);
m4._col3 -= m4._col1;
m4._col2 -= m4._col1;
m4._col4 -= m4._col1;
double unusedScale=0.0;
if (!m4._col2.normalize(unusedScale) ||
!m4._col3.normalize(unusedScale) ||
!m4._col4.normalize(unusedScale) ) {
// Do the normalizations, put the scale amount in unusedScale,
// but if any of the normalizations are unsuccessful, crash
assert(unusedScale);
}
m5.set(m4._col3, m4._col2, m4._col4);
FVector newPos = m4._col1;
FMatrix m6 = _viewport.getOrientation();
if (minDistance > 1.0e8) {
// The transition will do poorly in this case.
//removeLockedStar(); // undo locking 2nd star
_mover->proc8(_viewport._position, _viewport._position, m6, m6);
//CStarVector *sv = new CStarVector(this, v);
//_mover->setVector(sv);
return false;
}
else {
_mover->proc8(_viewport._position, newPos, m6, m5);
CStarVector *sv = new CStarVector(this, v);
_mover->setVector(sv);
}
return true;
}
bool CStarCamera::lockMarker3(CViewport *viewport, const FVector &v) {
if (_starLockState != TWO_LOCKED)
return true;
FMatrix newOr = viewport->getOrientation();
FMatrix oldOr = _viewport.getOrientation();
FVector newPos = viewport->_position;
FVector oldPos = _viewport._position;
_mover->proc8(oldPos, newPos, oldOr, newOr);
CStarVector *sv = new CStarVector(this, v);
_mover->setVector(sv);
return true;
}
} // End of namespace Titanic
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