/* 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 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 "bladerunner/view.h" #include "common/debug.h" #include "common/stream.h" #include "common/util.h" namespace BladeRunner { bool View::readVqa(Common::ReadStream *stream) { _frame = stream->readUint32LE(); float d[12]; for (int i = 0; i != 12; ++i) { d[i] = stream->readFloatLE(); } _frameViewMatrix = Matrix4x3(d); float fovX = stream->readFloatLE(); setFovX(fovX); calculateSliceViewMatrix(); calculateCameraPosition(); return true; } void View::setFovX(float fovX) { _fovX = fovX; _viewportPosition.x = 320.0f; _viewportPosition.y = 240.0f; _viewportPosition.z = 320.0f / tan(_fovX / 2.0f); } void View::calculateSliceViewMatrix() { Matrix4x3 mRotation = rotationMatrixX(float(M_PI) / 2.0f); Matrix4x3 mInvert(-1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation); } void View::calculateCameraPosition() { Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix); _cameraPosition.x = invertedMatrix(0, 3); _cameraPosition.y = invertedMatrix(1, 3); _cameraPosition.z = invertedMatrix(2, 3); } Vector3 View::calculateScreenPosition(Vector3 worldPosition) { Vector3 viewPosition = _frameViewMatrix * worldPosition; return Vector3( _viewportPosition.x - ((viewPosition.x / ABS(viewPosition.z)) * ABS(_viewportPosition.z)), _viewportPosition.y - ((viewPosition.y / ABS(viewPosition.z)) * ABS(_viewportPosition.z)), viewPosition.z ); } } // End of namespace BladeRunner