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2006e564a1
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
163 lines
4.7 KiB
C++
163 lines
4.7 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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/*
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BS_Vertex
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---------
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Autor: Malte Thiesen
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*/
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#ifndef SWORD25_VERTEX_H
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#define SWORD25_VERTEX_H
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// Includes
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#include <math.h>
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#include "sword25/kernel/common.h"
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namespace Lua {
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// Forward declarations
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struct lua_State;
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}
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using namespace Lua;
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namespace Sword25 {
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/**
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* Defines a 2-D Vertex
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*/
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class BS_Vertex {
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public:
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BS_Vertex() : X(0), Y(0) {};
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BS_Vertex(int X_, int Y_) { this->X = X_; this->Y = Y_; }
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int X;
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int Y;
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/**
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* Compares two Vertecies.
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*/
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inline bool operator==(const BS_Vertex& rhs) const { if (X == rhs.X && Y == rhs.Y) return true; return false; }
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/**
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* Compares two Vertecies.
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*/
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inline bool operator!=(const BS_Vertex& rhs) const { if (X != rhs.X || Y != rhs.Y) return true; return false; }
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/**
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* Adds a vertex to vertex
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*/
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inline void operator+=(const BS_Vertex& Delta) { X += Delta.X; Y += Delta.Y; }
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/**
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* Subtracts a vertex from a vertex
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*/
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inline void operator-=(const BS_Vertex& Delta) { X -= Delta.X; Y -= Delta.Y; }
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/**
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* Adds two vertecies
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*/
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inline BS_Vertex operator+(const BS_Vertex& Delta) const { return BS_Vertex(X + Delta.X, Y + Delta.Y); }
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/**
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* Subtracts two vertecies
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*/
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inline BS_Vertex operator-(const BS_Vertex& Delta) const { return BS_Vertex(X - Delta.X, Y - Delta.Y); }
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/**
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* Calculates the square of the distance between two Vertecies.
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* @param Vertex The vertex for which the distance is to be calculated
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* @return Returns the square of the distance between itself and the passed vertex
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* @remark If only distances should be compared, this method should be used because
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* it is faster than Distance()
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*/
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inline int Distance2(const BS_Vertex& Vertex) const {
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return (X - Vertex.X) * (X - Vertex.X) + (Y - Vertex.Y) * (Y - Vertex.Y);
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}
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/**
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* Calculates the square of the distance between two Vertecies.
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* @param Vertex The vertex for which the distance is to be calculated
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* @return Returns the square of the distance between itself and the passed vertex
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* @remark If only distances should be compared, Distance2() should be used, since it is faster.
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*/
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inline int Distance(const BS_Vertex& Vertex) const {
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return (int)(sqrtf(static_cast<float>(Distance2(Vertex))) + 0.5);
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}
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/**
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* Calculates the cross product of the vertex with another vertex. Here the Vertecies will be
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* interpreted as vectors.
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* @param Vertex The second vertex
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* @return Returns the cross product of this vertex and the passed vertex.
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*/
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inline int ComputeCrossProduct(const BS_Vertex& Vertex) const {
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return X * Vertex.Y - Vertex.X * Y;
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}
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/**
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* Returns the dot product of this vertex with another vertex. Here the Vertecies are interpreted as vectors.
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* @param Vertex The second vertex
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* @return Returns the dot product of this vertex and the passed vertex.
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*/
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inline int ComputeDotProduct(const BS_Vertex& Vertex) const
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{
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return X * Vertex.X + Y * Vertex.Y;
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}
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/**
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* Calculates the angle between this vertex and another vertex. Here the Vertecies are interpreted as vectors.
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* @param Vertex The second vertex
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* @return Returns the angle between this vertex and the passed vertex in radians.
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*/
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inline float ComputeAngle(const BS_Vertex& Vertex) const {
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return atan2f(static_cast<float>(ComputeCrossProduct(Vertex)), static_cast<float>(ComputeDotProduct(Vertex)));
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}
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/**
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* Calculates the length of the vector
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*/
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inline float ComputeLength() const {
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return sqrtf(static_cast<float>(X * X + Y * Y));
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}
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static BS_Vertex &LuaVertexToVertex(lua_State *L, int StackIndex, BS_Vertex &Vertex);
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static void VertexToLuaVertex(lua_State *L, const BS_Vertex &Vertex);
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};
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} // End of namespace Sword25
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#endif
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