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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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "engines/stark/movement/turn.h"
#include "math/matrix3.h"
#include "engines/stark/resources/anim.h"
#include "engines/stark/resources/item.h"
#include "engines/stark/services/global.h"
#include "engines/stark/services/services.h"
#include "engines/stark/services/stateprovider.h"
namespace Stark {
Turn::Turn(Resources::FloorPositionedItem *item) :
Movement(item),
_item3D(item),
_turnSpeed(_defaultTurnAngleSpeed) {
}
Turn::~Turn() {
}
void Turn::onGameLoop() {
// Compute the direction to turn towards
Math::Vector3d direction = _targetDirection;
direction.z() = 0;
direction.normalize();
// Compute the angle with the current character direction
Math::Vector3d currentDirection = _item3D->getDirectionVector();
float directionDeltaAngle = computeAngleBetweenVectorsXYPlane(currentDirection, direction);
// If the angle between the current direction and the new one is too high,
// make the character turn on itself until the angle is low enough
TurnDirection turnDirection;
if (ABS(directionDeltaAngle) > getAngularSpeed() + 0.1f) {
turnDirection = directionDeltaAngle < 0 ? kTurnLeft : kTurnRight;
} else {
turnDirection = kTurnNone;
}
if (turnDirection == kTurnNone) {
direction = _targetDirection;
} else {
// Make the character turn towards the target direction
direction = currentDirection;
Math::Matrix3 rot;
rot.buildAroundZ(turnDirection == kTurnLeft ? -getAngularSpeed() : getAngularSpeed());
rot.transformVector(&direction);
}
// Update the item's direction
_item3D->setDirection(computeAngleBetweenVectorsXYPlane(direction, Math::Vector3d(1.0, 0.0, 0.0)));
// Check if we are close enough to the destination to stop
if (direction == _targetDirection) {
stop();
}
}
float Turn::getAngularSpeed() const {
return _turnSpeed * StarkGlobal->getMillisecondsPerGameloop();
}
void Turn::setTargetDirection(const Math::Vector3d &direction) {
_targetDirection = direction;
}
void Turn::setSpeed(float speed) {
_turnSpeed = speed;
}
uint32 Turn::getType() const {
return kTypeTurn;
}
void Turn::saveLoad(ResourceSerializer *serializer) {
serializer->syncAsVector3d(_targetDirection);
serializer->syncAsFloat(_turnSpeed);
}
} // End of namespace Stark
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