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engines/scumm/he/basketball/trajectory.cpp
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112
engines/scumm/he/basketball/trajectory.cpp
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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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* 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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#include "scumm/he/intern_he.h"
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#include "scumm/he/basketball/basketball.h"
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#include "scumm/he/basketball/collision/bball_collision_support_obj.h"
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namespace Scumm {
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int LogicHEBasketball::u32_userComputeTrajectoryToTarget(const U32FltPoint3D &sourcePoint, const U32FltPoint3D &targetPoint, int speed) {
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U32FltVector3D trajectory; // The final trajectory of the object
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float xDist, yDist, zDist; // The distance that the object will move in xyz space
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float hDist, totalDist;
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float hAngle, vAngle; // The angle of trajectory from the x axis and from the xy plane
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float hSpeed; // The speed of the object along the xy plane
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xDist = targetPoint.x - sourcePoint.x;
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yDist = targetPoint.y - sourcePoint.y;
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zDist = targetPoint.z - sourcePoint.z;
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hDist = sqrt((xDist * xDist) + (yDist * yDist));
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totalDist = sqrt((hDist * hDist) + (zDist * zDist));
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if (totalDist < speed)
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speed = (int)(totalDist + 0.5F);
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hAngle = atan2(yDist, xDist);
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vAngle = atan2(zDist, totalDist);
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hSpeed = speed * cos(vAngle);
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trajectory.x = hSpeed * cos(hAngle);
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trajectory.y = hSpeed * sin(hAngle);
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trajectory.z = speed * sin(vAngle);
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writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(trajectory.x));
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writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(trajectory.y));
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writeScummVar(_vm1->VAR_U32_USER_VAR_C, _vm->_basketball->u32FloatToInt(trajectory.z));
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return 1;
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}
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int LogicHEBasketball::u32_userComputeLaunchTrajectory(const U32FltPoint2D &sourcePoint, const U32FltPoint2D &targetPoint, int launchAngle, int iVelocity) {
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U32FltVector3D trajectory; // The final trajectory of the object
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float xDist, yDist; // The distance that the object will move in xyz space
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float vAngle; // The angle of trajectory from the x axis and from the xy plane
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float hAngle;
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float hVelocity; // The speed of the object along the xy plane
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xDist = targetPoint.x - sourcePoint.x;
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yDist = targetPoint.y - sourcePoint.y;
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hAngle = atan2(yDist, xDist);
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vAngle = (launchAngle * BBALL_M_PI) / 180;
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hVelocity = iVelocity * cos(vAngle);
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trajectory.x = hVelocity * cos(hAngle);
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trajectory.y = hVelocity * sin(hAngle);
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trajectory.z = iVelocity * sin(vAngle);
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writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(trajectory.x));
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writeScummVar(_vm1->VAR_U32_USER_VAR_B, _vm->_basketball->u32FloatToInt(trajectory.y));
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writeScummVar(_vm1->VAR_U32_USER_VAR_C, _vm->_basketball->u32FloatToInt(trajectory.z));
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return 1;
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}
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int LogicHEBasketball::u32_userComputeAngleBetweenVectors(const U32FltVector3D &vector1, const U32FltVector3D &vector2) {
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float radiansCosine;
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float radians;
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float angle;
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if ((vector1.magnitude() * vector2.magnitude()) == 0) {
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angle = 0;
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} else {
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radiansCosine = (vector1 * vector2) / (vector1.magnitude() * vector2.magnitude());
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if (radiansCosine > 1) {
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radiansCosine = 1;
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} else if (radiansCosine < -1) {
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radiansCosine = -1;
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}
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radians = acos(radiansCosine);
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angle = (radians * 180) / BBALL_M_PI;
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}
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writeScummVar(_vm1->VAR_U32_USER_VAR_A, _vm->_basketball->u32FloatToInt(angle));
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return 1;
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}
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} // End of namespace Scumm
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