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