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