1 /* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20 *
21 */
22
23 #include "bladerunner/view.h"
24
25 #include "common/debug.h"
26 #include "common/stream.h"
27 #include "common/util.h"
28
29 namespace BladeRunner {
30
readVqa(Common::ReadStream * stream)31 bool View::readVqa(Common::ReadStream *stream) {
32 _frame = stream->readUint32LE();
33
34 float d[12];
35 for (int i = 0; i != 12; ++i) {
36 d[i] = stream->readFloatLE();
37 }
38
39 _frameViewMatrix = Matrix4x3(d);
40
41 float fovX = stream->readFloatLE();
42
43 setFovX(fovX);
44 calculateSliceViewMatrix();
45 calculateCameraPosition();
46
47 return true;
48 }
49
setFovX(float fovX)50 void View::setFovX(float fovX) {
51 _fovX = fovX;
52
53 _viewportPosition.x = 320.0f;
54 _viewportPosition.y = 240.0f;
55 _viewportPosition.z = 320.0f / tan(_fovX / 2.0f);
56 }
57
calculateSliceViewMatrix()58 void View::calculateSliceViewMatrix() {
59 Matrix4x3 mRotation = rotationMatrixX(float(M_PI) / 2.0f);
60 Matrix4x3 mInvert(-1.0f, 0.0f, 0.0f, 0.0f,
61 0.0f, -1.0f, 0.0f, 0.0f,
62 0.0f, 0.0f, 1.0f, 0.0f);
63 _sliceViewMatrix = mInvert * (_frameViewMatrix * mRotation);
64 }
65
calculateCameraPosition()66 void View::calculateCameraPosition() {
67 Matrix4x3 invertedMatrix = invertMatrix(_sliceViewMatrix);
68
69 _cameraPosition.x = invertedMatrix(0, 3);
70 _cameraPosition.y = invertedMatrix(1, 3);
71 _cameraPosition.z = invertedMatrix(2, 3);
72 }
73
calculateScreenPosition(Vector3 worldPosition)74 Vector3 View::calculateScreenPosition(Vector3 worldPosition) {
75 Vector3 viewPosition = _frameViewMatrix * worldPosition;
76 return Vector3(
77 _viewportPosition.x - ((viewPosition.x / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
78 _viewportPosition.y - ((viewPosition.y / ABS(viewPosition.z)) * ABS(_viewportPosition.z)),
79 viewPosition.z
80 );
81 }
82
83 } // End of namespace BladeRunner
84