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