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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 "engines/wintermute/graphics/transform_tools.h"
#include <math.h>
namespace Wintermute {
FloatPoint TransformTools::transformPoint(FloatPoint point, const float rotate, const Point32 &zoom, const bool mirrorX, const bool mirrorY) {
float rotateRad = rotate * M_PI / 180.0f;
float x = point.x;
float y = point.y;
x = (x * zoom.x) / kDefaultZoomX;
y = (y * zoom.y) / kDefaultZoomY;
#if 0
// TODO: Mirroring should be done before rotation, but the blitting
// code does the inverse, so we match that for now.
if (mirrorX)
x *= -1;
if (mirrorY)
y *= -1;
#endif
FloatPoint newPoint;
newPoint.x = x * cos(rotateRad) - y * sin(rotateRad);
newPoint.y = x * sin(rotateRad) + y * cos(rotateRad);
if (mirrorX) {
newPoint.x *= -1;
}
if (mirrorY) {
newPoint.y *= -1;
}
return newPoint;
}
Rect32 TransformTools::newRect(const Rect32 &oldRect, const 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)));
if (newHotspot) {
newHotspot->y = (uint32)(-floor(top));
newHotspot->x = (uint32)(-floor(left));
}
Rect32 res;
res.top = (int32)(floor(top)) + transform._hotspot.y;
res.bottom = (int32)(ceil(bottom)) + transform._hotspot.y;
res.left = (int32)(floor(left)) + transform._hotspot.x;
res.right = (int32)(ceil(right)) + transform._hotspot.x;
return res;
}
} // End of namespace Wintermute
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