scummvm/engines/icb/gfx/psx_camera.cpp
2021-12-26 21:19:38 +01:00

73 lines
2.6 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.
*
* 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 <http://www.gnu.org/licenses/>.
*
*/
#include "engines/icb/gfx/psx_camera.h"
#include "engines/icb/gfx/psx_scrn.h"
#include "engines/icb/common/px_capri_maths.h"
namespace ICB {
// Make the local to screen matrix from the
// world-screen & local-world matrices
// ls rot matrix = world2screen * local2world
// ls trans vector = world2screen * local2world_trans + world2screen_trans
void makeLSmatrix(MATRIX *ws, MATRIX *lw, MATRIX *ls) {
VECTOR tmp;
// Make the rotation matrix
gte_MulMatrix0(ws, lw, ls);
// make the ls trans vector
// = world2screen * local2world_trans + world2screen_trans
ApplyMatrixLV(ws, (VECTOR *)&lw->t[0], &tmp);
ls->t[0] = tmp.vx + ws->t[0];
ls->t[1] = tmp.vy + ws->t[1];
ls->t[2] = tmp.vz + ws->t[2];
}
// Project x has silly definitions for these so have to silly stuff
// with y & z
void psxWorldToFilm(const PXvector_PSX &worldpos, const psxCamera &camera, bool8 &is_onfilm, PXvector_PSX &filmpos) {
VECTOR scrn;
ApplyMatrixLV(const_cast<MATRIX *>(&camera.view), (VECTOR *)const_cast<PXvector_PSX *>(&worldpos), &scrn);
scrn.vx += camera.view.t[0];
scrn.vy += camera.view.t[1];
scrn.vz += camera.view.t[2];
if (scrn.vz != 0) {
scrn.vx = camera.focLen * scrn.vx / scrn.vz;
scrn.vy = camera.focLen * scrn.vy / scrn.vz;
}
filmpos.x = scrn.vx;
filmpos.y = -scrn.vy; // px convention is upside down y
filmpos.z = -scrn.vz / 4; // px convention is -ve z : PSX also has zscale * 4 to make it more accurate
if ((scrn.vx < -SCREEN_W / 2) || (scrn.vx > SCREEN_W / 2) || (scrn.vy < -SCREEN_H / 2) || (scrn.vy > SCREEN_H / 2))
is_onfilm = FALSE8;
else
is_onfilm = TRUE8;
}
} // End of namespace ICB