/* 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/myst3/hotspot.h" #include "engines/myst3/scene.h" #include "engines/myst3/state.h" #include "common/config-manager.h" #include "math/ray.h" namespace Myst3 { static void polarRectTo3dRect(const PolarRect &polarRect, Math::Vector3d &topLeft, Math::Vector3d &topRight, Math::Vector3d &bottomLeft, Math::Vector3d &bottomRight) { static const float scale = 50.0; Math::Vector3d direction = Scene::directionToVector(polarRect.centerPitch, 90.0 - polarRect.centerHeading) * scale; Math::Vector3d u = Math::Vector3d(direction.z(), 0.0, -direction.x()); u.normalize(); Math::Vector3d v = Math::Vector3d::crossProduct(direction, u); v.normalize(); Math::Vector3d sizeU = u * polarRect.width / 90.0 * scale; Math::Vector3d sizeV = v * polarRect.height / 90.0 * scale; topRight = direction + sizeV + sizeU; bottomRight = direction - sizeV + sizeU; bottomLeft = direction - sizeV - sizeU; topLeft = direction + sizeV - sizeU; } bool static rayIntersectsRect(const Math::Ray &ray, const Math::Vector3d &topLeft, const Math::Vector3d &topRight, const Math::Vector3d &bottomLeft, const Math::Vector3d &bottomRight) { // Orthogonal basis in rectangle coordinates Math::Vector3d topRectDir = topRight - topLeft; Math::Vector3d leftRectDir = bottomLeft - topLeft; Math::Vector3d n = Math::Vector3d::crossProduct(topRectDir, leftRectDir); float nDotDir = Math::Vector3d::dotProduct(n, ray.getDirection()); if (ABS(nDotDir) < 1e-6) { // The ray is coplanar with the rectangle return false; } // Solution to the system (intersection of line with plane): // Line equation: V = ray.origin + t * ray.direction // Plane equation: dot(n, V) = 0 float t = -Math::Vector3d::dotProduct(n, ray.getOrigin() - topLeft) / nDotDir; if (t < 0.0) { // The intersection is not in the ray direction return false; } // Intersection point in world coordinates Math::Vector3d intersection = ray.getOrigin() + ray.getDirection() * t; // Intersection point in 2D rect coordinates Math::Vector3d intersect2D = intersection - topLeft; float u = Math::Vector3d::dotProduct(intersect2D, topRectDir); float v = Math::Vector3d::dotProduct(intersect2D, leftRectDir); // Intersection inside the rectangle return (u >= 0.0 && u <= Math::Vector3d::dotProduct(topRectDir, topRectDir) && v >= 0.0 && v <= Math::Vector3d::dotProduct(leftRectDir, leftRectDir)); } HotSpot::HotSpot() : condition(0), cursor(0) { } int32 HotSpot::isPointInRectsCube(float pitch, float heading) { for (uint j = 0; j < rects.size(); j++) { Math::Ray ray = Math::Ray(Math::Vector3d(), Scene::directionToVector(pitch, 90.0 - heading)); Math::Vector3d topLeft, topRight, bottomLeft, bottomRight; polarRectTo3dRect(rects[j], topLeft, topRight, bottomLeft, bottomRight); if (rayIntersectsRect(ray, topLeft, topRight, bottomLeft, bottomRight)) { return j; } } return -1; } int32 HotSpot::isPointInRectsFrame(GameState *state, const Common::Point &p) { for (uint j = 0; j < rects.size(); j++) { int16 x = rects[j].centerPitch; int16 y = rects[j].centerHeading; int16 w = rects[j].width; int16 h = rects[j].height; if (y < 0) { x = state->getVar(x); y = state->getVar(-y); h = -h; } Common::Rect rect = Common::Rect(w, h); rect.translate(x, y); if (rect.contains(p)) return j; } return -1; } bool HotSpot::isEnabled(GameState *state, uint16 var) { if (!state->evaluate(condition)) return false; if (isZip()) { if (!ConfMan.getBool("zip_mode") || !isZipDestinationAvailable(state)) { return false; } } if (var == 0) return cursor <= 13; else return cursor == var; } int32 HotSpot::isZipDestinationAvailable(GameState *state) { assert(isZip() && script.size() != 0); uint16 node; uint16 room = state->getLocationRoom(); uint32 age = state->getLocationAge(); // Get the zip destination from the script Opcode op = script[0]; switch (op.op) { case 140: case 142: node = op.args[0]; break; case 141: case 143: node = op.args[1]; room = op.args[0]; break; default: error("Expected zip action"); } return state->isZipDestinationAvailable(node, room, age); } } // End of namespace Myst3