scummvm/engines/sword25/math/vertex.h
Paul Gilbert 2006e564a1 SWORD25: Moved the Lua library into it's own namespace
Previously with some of the files I was leaving the #include references to the library inside the global namespace. However, since the engine itself is now inside a namespace, I had to do a lot of changes, such as lua_State to ::lua_State. This way is cleaner, and I just need to add a 'using namespace Lua' where needed.

svn-id: r53198
2010-10-12 22:18:35 +00:00

163 lines
4.7 KiB
C++

/* 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.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
/*
BS_Vertex
---------
Autor: Malte Thiesen
*/
#ifndef SWORD25_VERTEX_H
#define SWORD25_VERTEX_H
// Includes
#include <math.h>
#include "sword25/kernel/common.h"
namespace Lua {
// Forward declarations
struct lua_State;
}
using namespace Lua;
namespace Sword25 {
/**
* Defines a 2-D Vertex
*/
class BS_Vertex {
public:
BS_Vertex() : X(0), Y(0) {};
BS_Vertex(int X_, int Y_) { this->X = X_; this->Y = Y_; }
int X;
int Y;
/**
* Compares two Vertecies.
*/
inline bool operator==(const BS_Vertex& rhs) const { if (X == rhs.X && Y == rhs.Y) return true; return false; }
/**
* Compares two Vertecies.
*/
inline bool operator!=(const BS_Vertex& rhs) const { if (X != rhs.X || Y != rhs.Y) return true; return false; }
/**
* Adds a vertex to vertex
*/
inline void operator+=(const BS_Vertex& Delta) { X += Delta.X; Y += Delta.Y; }
/**
* Subtracts a vertex from a vertex
*/
inline void operator-=(const BS_Vertex& Delta) { X -= Delta.X; Y -= Delta.Y; }
/**
* Adds two vertecies
*/
inline BS_Vertex operator+(const BS_Vertex& Delta) const { return BS_Vertex(X + Delta.X, Y + Delta.Y); }
/**
* Subtracts two vertecies
*/
inline BS_Vertex operator-(const BS_Vertex& Delta) const { return BS_Vertex(X - Delta.X, Y - Delta.Y); }
/**
* Calculates the square of the distance between two Vertecies.
* @param Vertex The vertex for which the distance is to be calculated
* @return Returns the square of the distance between itself and the passed vertex
* @remark If only distances should be compared, this method should be used because
* it is faster than Distance()
*/
inline int Distance2(const BS_Vertex& Vertex) const {
return (X - Vertex.X) * (X - Vertex.X) + (Y - Vertex.Y) * (Y - Vertex.Y);
}
/**
* Calculates the square of the distance between two Vertecies.
* @param Vertex The vertex for which the distance is to be calculated
* @return Returns the square of the distance between itself and the passed vertex
* @remark If only distances should be compared, Distance2() should be used, since it is faster.
*/
inline int Distance(const BS_Vertex& Vertex) const {
return (int)(sqrtf(static_cast<float>(Distance2(Vertex))) + 0.5);
}
/**
* Calculates the cross product of the vertex with another vertex. Here the Vertecies will be
* interpreted as vectors.
* @param Vertex The second vertex
* @return Returns the cross product of this vertex and the passed vertex.
*/
inline int ComputeCrossProduct(const BS_Vertex& Vertex) const {
return X * Vertex.Y - Vertex.X * Y;
}
/**
* Returns the dot product of this vertex with another vertex. Here the Vertecies are interpreted as vectors.
* @param Vertex The second vertex
* @return Returns the dot product of this vertex and the passed vertex.
*/
inline int ComputeDotProduct(const BS_Vertex& Vertex) const
{
return X * Vertex.X + Y * Vertex.Y;
}
/**
* Calculates the angle between this vertex and another vertex. Here the Vertecies are interpreted as vectors.
* @param Vertex The second vertex
* @return Returns the angle between this vertex and the passed vertex in radians.
*/
inline float ComputeAngle(const BS_Vertex& Vertex) const {
return atan2f(static_cast<float>(ComputeCrossProduct(Vertex)), static_cast<float>(ComputeDotProduct(Vertex)));
}
/**
* Calculates the length of the vector
*/
inline float ComputeLength() const {
return sqrtf(static_cast<float>(X * X + Y * Y));
}
static BS_Vertex &LuaVertexToVertex(lua_State *L, int StackIndex, BS_Vertex &Vertex);
static void VertexToLuaVertex(lua_State *L, const BS_Vertex &Vertex);
};
} // End of namespace Sword25
#endif