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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 "engines/stark/movement/movement.h"
#include "engines/stark/movement/walk.h"
#include "engines/stark/movement/followpath.h"
#include "engines/stark/movement/followpathlight.h"
#include "engines/stark/movement/turn.h"
#include "engines/stark/resources/item.h"
#include "common/textconsole.h"
namespace Stark {
Movement *Movement::construct(uint32 type, Resources::ItemVisual *item) {
switch (type) {
case kTypeWalk:
return new Walk(Resources::Object::cast<Resources::FloorPositionedItem>(item));
case kTypeFollowPath:
return new FollowPath(item);
case kTypeFollowPathLight:
return new FollowPathLight(item);
case kTypeTurn:
return new Turn(Resources::Object::cast<Resources::FloorPositionedItem>(item));
default:
error("Unexepected movement type '%d'", type);
}
}
Movement::Movement(Resources::ItemVisual *item) :
_ended(false),
_item(item),
_defaultTurnAngleSpeed(18.0f * 30.0f / 1000.0f) { // 18 degrees per gameloop at 30 fps
}
Movement::~Movement() {
}
void Movement::start() {
_ended = false;
}
void Movement::stop() {
_ended = true;
}
bool Movement::hasEnded() const {
return _ended;
}
float Movement::computeAngleBetweenVectorsXYPlane(const Math::Vector3d &v1, const Math::Vector3d &v2) const {
Math::Vector3d v1XY = v1;
v1XY.z() = 0.0;
Math::Vector3d v2XY = v2;
v2XY.z() = 0.0;
Math::Angle angle = Math::Vector3d::angle(v1XY, v2XY);
Math::Vector3d cross = Math::Vector3d::crossProduct(v1XY, v2XY);
if (cross.z() < 0) {
angle = -angle;
}
return angle.getDegrees();
}
bool Movement::hasReachedDestination() const {
return true;
}
} // End of namespace Stark
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