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PEGASUS: Add the basic 3D logic for the space chase
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Matthew Hoops committed Oct 24, 2011
1 parent c3d9a1c commit cbcdf99
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1 change: 1 addition & 0 deletions engines/pegasus/module.mk
Expand Up @@ -61,6 +61,7 @@ MODULE_OBJS = \
neighborhood/mars/mars.o \
neighborhood/mars/reactor.o \
neighborhood/mars/shuttleenergymeter.o \
neighborhood/mars/spacechase3d.o \
neighborhood/norad/norad.o \
neighborhood/norad/noradelevator.o \
neighborhood/norad/pressuredoor.o \
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90 changes: 90 additions & 0 deletions engines/pegasus/neighborhood/mars/spacechase3d.cpp
@@ -0,0 +1,90 @@
/* 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) 1995-1997 Presto Studios, Inc.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/

#include "pegasus/neighborhood/mars/spacechase3d.h"

namespace Pegasus {

void project3DTo2D(const Point3D &pt3D, Common::Point &pt2D) {
pt2D.x = (int)convertSpaceXToScreenH(pt3D.x, pt3D.z);
pt2D.y = (int)convertSpaceYToScreenV(pt3D.y, pt3D.z);
}

void project2DTo3D(const Common::Point &pt2D, const float screenDistance, Point3D &pt3D) {
pt3D.x = convertScreenHToSpaceX(pt2D.x, screenDistance);
pt3D.y = convertScreenVToSpaceY(pt2D.y, screenDistance);
pt3D.z = screenDistance;
}

void linearInterp(const Point3D &pt1, const Point3D &pt2, const float t, Point3D &pt3) {
pt3.x = pt1.x + (pt2.x - pt1.x) * t;
pt3.y = pt1.y + (pt2.y - pt1.y) * t;
pt3.z = pt1.z + (pt2.z - pt1.z) * t;
}

void linearInterp(const Point3D &pt1, const float x2, const float y2, const float z2, const float t, Point3D &pt3) {
pt3.x = pt1.x + (x2 - pt1.x) * t;
pt3.y = pt1.y + (y2 - pt1.y) * t;
pt3.z = pt1.z + (z2 - pt1.z) * t;
}

void linearInterp(const float x1, const float y1, const float z1, const Point3D &pt2, const float t, Point3D &pt3) {
pt3.x = x1 + (pt2.x - x1) * t;
pt3.y = y1 + (pt2.y - y1) * t;
pt3.z = z1 + (pt2.z - z1) * t;
}

void linearInterp(const float x1, const float y1, const float z1, const float x2, const float y2, const float z2,
const float t, Point3D &pt3) {
pt3.x = x1 + (x2 - x1) * t;
pt3.y = y1 + (y2 - y1) * t;
pt3.z = z1 + (z2 - z1) * t;
}

void linearInterp(const Common::Point &pt1, const Common::Point &pt2, const float t, Common::Point &pt3) {
pt3.x = (int)(pt1.x + (pt2.x - pt1.x) * t);
pt3.y = (int)(pt1.y + (pt2.y - pt1.y) * t);
}

void linearInterp(const Common::Point &pt1, const float h2, const float v2, const float t, Common::Point &pt3) {
pt3.x = (int)(pt1.x + (h2 - pt1.x) * t);
pt3.y = (int)(pt1.y + (v2 - pt1.y) * t);
}

void linearInterp(const float h1, const float v1, const Common::Point &pt2, const float t, Common::Point &pt3) {
pt3.x = (int)(h1 + (pt2.x - h1) * t);
pt3.y = (int)(v1 + (pt2.y - v1) * t);
}

void linearInterp(const float h1, const float v1, const float h2, const float v2, const float t, Common::Point &pt3) {
pt3.x = (int)(h1 + (h2 - h1) * t);
pt3.y = (int)(v1 + (v2 - v1) * t);
}

float linearInterp(const float arg1, const float arg2, const float t) {
return arg1 + (arg2 - arg1) * t;
}

} // End of namespace Pegasus
91 changes: 91 additions & 0 deletions engines/pegasus/neighborhood/mars/spacechase3d.h
@@ -0,0 +1,91 @@
/* 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) 1995-1997 Presto Studios, Inc.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/

#ifndef PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H
#define PEGASUS_NEIGHBORHOOD_MARS_SPACECHASE3D_H

#include "pegasus/neighborhood/mars/mars.h"

namespace Pegasus {

// This is approximately right for a field of view of 72 degrees
// (Should be set to the tangent of FOV).
//const float kTangentFOV = 0.76254;
const float kTangentFOV = 1.0;

// Define these as macros and they can be used to define constants...
#define convertSpaceXToScreenH(x, z) \
((x) / (z) * (kScreenWidth / (2 * kTangentFOV)) + kShuttleWindowMidH)

#define convertSpaceYToScreenV(y, z) \
(kShuttleWindowMidV - (y) / (z) * (kScreenWidth / (2 * kTangentFOV)))

#define convertScreenHToSpaceX(x, d) \
(((2.0 * kTangentFOV) / kScreenWidth) * ((float)(x) - kShuttleWindowMidH) * (d))

#define convertScreenVToSpaceY(y, d) \
(((2.0 * kTangentFOV) / kScreenWidth) * ((float)kShuttleWindowMidV - (y)) * (d))

struct Point3D {
float x, y, z;

Point3D() : x(0), y(0), z(0) {}
Point3D(float x1, float y1, float z1) : x(x1), y(y1), z(z1) {}
bool operator==(const Point3D &p) const { return x == p.x && y == p.y && z == p.z; }
bool operator!=(const Point3D &p) const { return x != p.x || y != p.y || z != p.z; }

void translate(float dx, float dy, float dz) {
x += dx;
y += dy;
z += dz;
}
};

const int kScreenWidth = kShuttleWindowWidth;

bool isNegative(int a);
bool isPositive(int a);
int sign(int a);
bool sameSign(int a, int b);

void project3DTo2D(const Point3D &pt3D, Common::Point &pt2D);
void project2DTo3D(const Common::Point &pt2D, const float screenDistance, Point3D &pt3D);

void linearInterp(const Point3D &pt1, const Point3D &pt2, const float t, Point3D &pt3);
void linearInterp(const Point3D &pt1, const float x2, const float y2, const float z2, const float t, Point3D &pt3);
void linearInterp(const float x1, const float y1, const float z1, const Point3D &pt2, const float t, Point3D &pt3);
void linearInterp(const float x1, const float y1, const float z1, const float x2,
const float y2, const float z2, const float t, Point3D &pt3);

void linearInterp(const Common::Point &pt1, const Common::Point &pt2, const float t, Common::Point &pt3);
void linearInterp(const Common::Point &pt1, const float h2, const float v2, const float t, Common::Point &pt3);
void linearInterp(const float h1, const float v1, const Common::Point &pt2, const float t, Common::Point &pt3);
void linearInterp(const float h1, const float v1, const float h2, const float v2, const float t, Common::Point &pt3);

float linearInterp(const float arg1, const float arg2, const float t);

} // End of namespace Pegasus

#endif

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