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/* 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 "titanic/star_control/unmarked_auto_mover.h"
#include "titanic/star_control/fmatrix.h"
#include "titanic/star_control/error_code.h"
// Not currently being used: #include "common/textconsole.h"
namespace Titanic {
void CUnmarkedAutoMover::setOrientations(const FMatrix &srcOrient, const FMatrix &destOrient) {
CCameraAutoMover::clear();
_orientationChanger.load(srcOrient, destOrient);
_transitionPercentInc = 0.1;
_transitionPercent = 0.0;
_field40 = _field44 = _field48 = -1;
_active = true;
}
void CUnmarkedAutoMover::setPathOrient(const FVector &srcV, const FVector &destV, const FMatrix &orientation) {
CCameraAutoMover::setPath(srcV, destV);
if (_distance > 8000.0) {
_active = true;
_field34 = 1;
calcSpeeds(120, 4, _distance - 8000.0);
}
FVector row3 = orientation._row3;
double mult = _posDelta._x * row3._x + _posDelta._y * row3._y + _posDelta._z * row3._z;
_transitionPercent = 1.0;
bool flag = false;
if (mult < 1.0) {
if (mult >= 1.0 - 1.0e-10)
flag = true;
} else {
if (mult <= 1.0 + 1.0e-10)
flag = true;
}
if (!flag) {
FVector tempV1;
tempV1 = row3.addAndNormalize(_posDelta);
tempV1 = row3.addAndNormalize(tempV1);
tempV1 = row3.addAndNormalize(tempV1);
tempV1 = row3.addAndNormalize(tempV1);
FMatrix newOrient;
newOrient.set(tempV1);
_orientationChanger.load(orientation, newOrient);
_transitionPercent = 0.0;
_transitionPercentInc = 0.1;
_active = true;
}
}
MoverState CUnmarkedAutoMover::move(CErrorCode &errorCode, FVector &pos, FMatrix &orientation) {
FVector v1, v2, v3, v4;
if (!_active)
return NOT_ACTIVE;
// Firstly we have to do a transition of the camera orientation from
// it's current position to one where the destination star is centered
if (_transitionPercent < 1.0) {
_transitionPercent += _transitionPercentInc;
orientation = _orientationChanger.getOrientation(_transitionPercent);
errorCode.set();
return MOVING;
}
// From here on, we handle the movement to the given destination
if (!_field34) {
_active = false;
return DONE_MOVING;
}
v2 = orientation._row3;
v3 = _destPos - pos;
float unusedScale = 0.0;
if (!v3.normalize(unusedScale)) {
// Do the normalization, put the scale amount in unusedScale,
// but if it is unsuccessful, crash
assert(unusedScale);
}
double val = orientation._row3._x * v3._x + orientation._row3._y * v3._y + orientation._row3._z * v3._z;
bool flag = false;
if (val < 1.0) {
if (val >= 1.0 - 1.0e-10)
flag = true;
} else {
if (val <= 1.0 + 1.0e-10)
flag = true;
}
if (!flag) {
v1 = v2.addAndNormalize(v3);
v1 = v2.addAndNormalize(v1);
v1 = v2.addAndNormalize(v1);
v1 = v2.addAndNormalize(v1);
orientation.set(v1);
v2 = v1;
}
if (_field40 >= 0) {
double speedVal = _speeds[_field40];
v1 = v2 * speedVal;
pos += v1;
--_field40;
errorCode.set();
return MOVING;
}
if (_field44 > 0) {
v1._z = v2._z * _field38;
v1._x = v2._x * _field38;
pos._x = v1._x + pos._x;
pos._y = v2._y * _field38 + pos._y;
pos._z = v1._z + pos._z;
--_field44;
errorCode.set();
return MOVING;
}
if (_field48 >= 0) {
double speedVal = _speeds[nMoverTransitions - 1 - _field48];
v1._y = v2._y * speedVal;
v1._z = v2._z * speedVal;
v1._x = v2._x * speedVal;
pos._y = v1._y + pos._y;
pos._z = v1._z + pos._z;
pos._x = pos._x + v1._x;
--_field48;
errorCode.set();
return MOVING;
}
_active = false;
return DONE_MOVING;
}
} // End of namespace Titanic
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