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engines/stark/movement/turn.cpp
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104
engines/stark/movement/turn.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 "engines/stark/movement/turn.h"
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#include "math/matrix3.h"
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#include "engines/stark/resources/anim.h"
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#include "engines/stark/resources/item.h"
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#include "engines/stark/services/global.h"
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#include "engines/stark/services/services.h"
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#include "engines/stark/services/stateprovider.h"
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namespace Stark {
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Turn::Turn(Resources::FloorPositionedItem *item) :
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Movement(item),
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_item3D(item),
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_turnSpeed(_defaultTurnAngleSpeed) {
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}
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Turn::~Turn() {
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}
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void Turn::onGameLoop() {
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// Compute the direction to turn towards
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Math::Vector3d direction = _targetDirection;
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direction.z() = 0;
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direction.normalize();
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// Compute the angle with the current character direction
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Math::Vector3d currentDirection = _item3D->getDirectionVector();
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float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);
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// If the angle between the current direction and the new one is too high,
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// make the character turn on itself until the angle is low enough
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TurnDirection turnDirection;
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if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
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turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
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} else {
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turnDirection = kTurnNone;
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}
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if (turnDirection == kTurnNone) {
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direction = _targetDirection;
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} else {
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// Make the character turn towards the target direction
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direction = currentDirection;
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Math::Matrix3 rot;
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rot.buildAroundZ(turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
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rot.transformVector(&direction);
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}
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// Update the item's direction
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_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
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// Check if we are close enough to the destination to stop
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if (direction == _targetDirection) {
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stop();
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}
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}
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float Turn::getAngularSpeed() const {
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return _turnSpeed * StarkGlobal->getMillisecondsPerGameloop();
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}
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void Turn::setTargetDirection(const Math::Vector3d &direction) {
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_targetDirection = direction;
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}
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void Turn::setSpeed(float speed) {
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_turnSpeed = speed;
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}
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uint32 Turn::getType() const {
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return kTypeTurn;
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}
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void Turn::saveLoad(ResourceSerializer *serializer) {
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serializer->syncAsVector3d(_targetDirection);
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serializer->syncAsFloat(_turnSpeed);
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}
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} // End of namespace Stark
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