/* 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/p4_generic_pc.h" namespace ICB { inline void pcApplyMatrixLV(MATRIX *m, VECTOR *invec, VECTOR *outvec) { outvec->vx = ((int32)m->m[0][0] * invec->vx + (int32)m->m[0][1] * invec->vy + (int32)m->m[0][2] * invec->vz) >> 12; outvec->vy = ((int32)m->m[1][0] * invec->vx + (int32)m->m[1][1] * invec->vy + (int32)m->m[1][2] * invec->vz) >> 12; outvec->vz = ((int32)m->m[2][0] * invec->vx + (int32)m->m[2][1] * invec->vy + (int32)m->m[2][2] * invec->vz) >> 12; } void WorldToFilm(const PXvector_PC &worldpos, const PCcamera &camera, bool8 &is_onfilm, PXvector_PC &filmpos) { VECTOR scrn; VECTOR vWorldPos; vWorldPos.vx = (int32)worldpos.x; vWorldPos.vy = (int32)worldpos.y; vWorldPos.vz = (int32)worldpos.z; pcApplyMatrixLV(const_cast(&camera.view), &vWorldPos, &scrn); scrn.vx += camera.view.t[0]; scrn.vy += camera.view.t[1]; scrn.vz += camera.view.t[2]; if (scrn.vz) { scrn.vx = camera.focLen * scrn.vx / scrn.vz; scrn.vy = camera.focLen * scrn.vy / scrn.vz; } filmpos.x = (float)scrn.vx; filmpos.y = (float)-scrn.vy; // px convention is upside down y filmpos.z = (float)-scrn.vz / 4.0f; // px convention is -ve z : PSX also has zscale * 4 to make it more accurate if ((scrn.vx < -SCREEN_WIDTH / 2) || (scrn.vx > SCREEN_WIDTH / 2) || (scrn.vy < -SCREEN_DEPTH / 2) || (scrn.vy > SCREEN_DEPTH / 2)) is_onfilm = FALSE8; else is_onfilm = TRUE8; } PXreal AngleOfVector(PXreal x, PXreal y) { if (fabs(x) > 0.0001f) { /*smallest value safe for atan2*/ return (float)atan2(y, x) / (float)M_PI / 2; } else { // atan2's y/x would be infinite, so treat as special case if (y > 0.0f) return (0.5f /*half turn*/ / 2); else return (-0.5f /*half turn*/ / 2); } } } // End of namespace ICB