/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 . * */ #include "engines/icb/gfx/psx_camera.h" #include "engines/icb/gfx/psx_scrn.h" #include "engines/icb/common/px_capri_maths.h" namespace ICB { // Make the local to screen matrix from the // world-screen & local-world matrices // ls rot matrix = world2screen * local2world // ls trans vector = world2screen * local2world_trans + world2screen_trans void makeLSmatrix(MATRIX *ws, MATRIX *lw, MATRIX *ls) { VECTOR tmp; // Make the rotation matrix gte_MulMatrix0(ws, lw, ls); // make the ls trans vector // = world2screen * local2world_trans + world2screen_trans ApplyMatrixLV(ws, (VECTOR *)&lw->t[0], &tmp); ls->t[0] = tmp.vx + ws->t[0]; ls->t[1] = tmp.vy + ws->t[1]; ls->t[2] = tmp.vz + ws->t[2]; } // Project x has silly definitions for these so have to silly stuff // with y & z void psxWorldToFilm(const PXvector_PSX &worldpos, const psxCamera &camera, bool8 &is_onfilm, PXvector_PSX &filmpos) { VECTOR scrn; ApplyMatrixLV(const_cast(&camera.view), (VECTOR *)const_cast(&worldpos), &scrn); scrn.vx += camera.view.t[0]; scrn.vy += camera.view.t[1]; scrn.vz += camera.view.t[2]; if (scrn.vz != 0) { scrn.vx = camera.focLen * scrn.vx / scrn.vz; scrn.vy = camera.focLen * scrn.vy / scrn.vz; } filmpos.x = scrn.vx; filmpos.y = -scrn.vy; // px convention is upside down y filmpos.z = -scrn.vz / 4; // px convention is -ve z : PSX also has zscale * 4 to make it more accurate if ((scrn.vx < -SCREEN_W / 2) || (scrn.vx > SCREEN_W / 2) || (scrn.vy < -SCREEN_H / 2) || (scrn.vy > SCREEN_H / 2)) is_onfilm = FALSE8; else is_onfilm = TRUE8; } } // End of namespace ICB