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engines/pegasus/neighborhood/mars/spacechase3d.h
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engines/pegasus/neighborhood/mars/spacechase3d.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H
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#define PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H
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#include "pegasus/neighborhood/mars/constants.h"
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namespace Pegasus {
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// This is approximately right for a field of view of 72 degrees
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// (Should be set to the tangent of FOV).
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//static const float kTangentFOV = 0.76254;
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static const float kTangentFOV = 1.0;
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// Define these as macros and they can be used to define constants...
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#define convertSpaceXToScreenH(x, z) \
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((x) / (z) * (kScreenWidth / (2 * kTangentFOV)) + kShuttleWindowMidH)
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#define convertSpaceYToScreenV(y, z) \
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(kShuttleWindowMidV - (y) / (z) * (kScreenWidth / (2 * kTangentFOV)))
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#define convertScreenHToSpaceX(x, d) \
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(((2.0F * kTangentFOV) / kScreenWidth) * ((float)(x) - kShuttleWindowMidH) * (d))
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#define convertScreenVToSpaceY(y, d) \
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(((2.0F * kTangentFOV) / kScreenWidth) * ((float)kShuttleWindowMidV - (y)) * (d))
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struct Point3D {
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float x, y, z;
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Point3D() : x(0), y(0), z(0) {}
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Point3D(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
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bool operator==(const Point3D &p) const { return x == p.x && y == p.y && z == p.z; }
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bool operator!=(const Point3D &p) const { return x != p.x || y != p.y || z != p.z; }
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void translate(float dx, float dy, float dz) {
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x += dx;
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y += dy;
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z += dz;
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}
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};
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static const int kScreenWidth = kShuttleWindowWidth;
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bool isNegative(int a);
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bool isPositive(int a);
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int sign(int a);
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bool sameSign(int a, int b);
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void project3DTo2D(const Point3D &pt3D, Common::Point &pt2D);
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void project2DTo3D(const Common::Point &pt2D, const float screenDistance, Point3D &pt3D);
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void linearInterp(const Point3D &pt1, const Point3D &pt2, const float t, Point3D &pt3);
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void linearInterp(const Point3D &pt1, const float x2, const float y2, const float z2, const float t, Point3D &pt3);
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void linearInterp(const float x1, const float y1, const float z1, const Point3D &pt2, const float t, Point3D &pt3);
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void linearInterp(const float x1, const float y1, const float z1, const float x2,
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const float y2, const float z2, const float t, Point3D &pt3);
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void linearInterp(const Common::Point &pt1, const Common::Point &pt2, const float t, Common::Point &pt3);
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void linearInterp(const Common::Point &pt1, const float h2, const float v2, const float t, Common::Point &pt3);
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void linearInterp(const float h1, const float v1, const Common::Point &pt2, const float t, Common::Point &pt3);
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void linearInterp(const float h1, const float v1, const float h2, const float v2, const float t, Common::Point &pt3);
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float linearInterp(const float arg1, const float arg2, const float t);
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} // End of namespace Pegasus
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#endif
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