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scummvm-cursorfix/engines/wintermute/base/gfx/3dcamera.cpp
2026-02-02 04:50:13 +01:00

112 lines
4.0 KiB
C++

/* 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