Initial commit
This commit is contained in:
111
engines/wintermute/base/gfx/3dcamera.cpp
Normal file
111
engines/wintermute/base/gfx/3dcamera.cpp
Normal file
@@ -0,0 +1,111 @@
|
||||
/* 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 3 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, see <http://www.gnu.org/licenses/>.
|
||||
*
|
||||
*/
|
||||
|
||||
/*
|
||||
* This file is based on WME.
|
||||
* http://dead-code.org/redir.php?target=wme
|
||||
* Copyright (c) 2003-2013 Jan Nedoma and contributors
|
||||
*/
|
||||
|
||||
#include "engines/wintermute/base/gfx/3dcamera.h"
|
||||
#include "engines/wintermute/base/gfx/3dloader_3ds.h"
|
||||
#include "engines/wintermute/base/gfx/3dutils.h"
|
||||
|
||||
namespace Wintermute {
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Construction/Destruction
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
Camera3D::Camera3D(BaseGame *inGame) : BaseNamedObject(inGame) {
|
||||
_position = DXVector3(0.0f, 0.0f, 0.0f);
|
||||
_target = DXVector3(0.0f, 0.0f, 0.0f);
|
||||
_bank = 0.0f;
|
||||
_fov = _origFov = degToRad(45.0f);
|
||||
_nearClipPlane = _farClipPlane = -1.0f;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
Camera3D::~Camera3D() {
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
bool Camera3D::getViewMatrix(DXMatrix *viewMatrix) {
|
||||
DXVector3 up = DXVector3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
if (_bank != 0) {
|
||||
DXMatrix rot;
|
||||
DXMatrixRotationZ(&rot, degToRad(_bank));
|
||||
DXVec3TransformCoord(&up, &up, &rot);
|
||||
}
|
||||
|
||||
DXMatrixLookAtLH(viewMatrix, &_position, &_target, &up);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void Camera3D::setupPos(DXVector3 pos, DXVector3 target, float bank) {
|
||||
_position = pos;
|
||||
_target = target;
|
||||
_bank = bank;
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void Camera3D::rotateView(float x, float y, float z) {
|
||||
DXVector3 vVector; // Vector for the position/view.
|
||||
|
||||
// Get our view vector (The direciton we are facing)
|
||||
vVector = _target - _position; // This gets the direction of the view
|
||||
|
||||
// Rotate the view along the desired axis
|
||||
if (x) {
|
||||
// Rotate the view vector up or down, then add it to our position
|
||||
_target._z = (float)(_position._z + sin(x) * vVector._y + cos(x) * vVector._z);
|
||||
_target._y = (float)(_position._y + cos(x) * vVector._y - sin(x) * vVector._z);
|
||||
}
|
||||
if (y) {
|
||||
// Rotate the view vector right or left, then add it to our position
|
||||
_target._z = (float)(_position._z + sin(y) * vVector._x + cos(y) * vVector._z);
|
||||
_target._x = (float)(_position._x + cos(y) * vVector._x - sin(y) * vVector._z);
|
||||
}
|
||||
if (z) {
|
||||
// Rotate the view vector diagnally right or diagnally down, then add it to our position
|
||||
_target._x = (float)(_position._x + sin(z) * vVector._y + cos(z) * vVector._x);
|
||||
_target._y = (float)(_position._y + cos(z) * vVector._y - sin(z) * vVector._x);
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
void Camera3D::move(float speed) {
|
||||
DXVector3 vector; // Init a vector for our view
|
||||
|
||||
// Get our view vector (The direciton we are facing)
|
||||
vector = _target - _position; // This gets the direction of the view
|
||||
|
||||
_position._x += vector._x * speed; // Add our acceleration to our position's X
|
||||
_position._z += vector._z * speed; // Add our acceleration to our position's Z
|
||||
_target._x += vector._x * speed; // Add our acceleration to our view's X
|
||||
_target._z += vector._z * speed; // Add our acceleration to our view's Z
|
||||
}
|
||||
|
||||
} // namespace Wintermute
|
||||
Reference in New Issue
Block a user