mirror of
https://github.com/libretro/scummvm.git
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149 lines
3.5 KiB
C++
149 lines
3.5 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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*
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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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*
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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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*/
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#ifndef BLADERUNNER_VECTOR_H
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#define BLADERUNNER_VECTOR_H
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#include "common/types.h"
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namespace BladeRunner {
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class Vector2 {
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public:
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float x;
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float y;
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Vector2() : x(0.0), y(0.0) {}
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Vector2(float ax, float ay) : x(ax), y(ay) {}
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};
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class Vector3 {
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public:
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float x;
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float y;
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float z;
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Vector3() : x(0.0), y(0.0), z(0.0) {}
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Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {}
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float length() { return sqrtf(x * x + y * y + z * z); }
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Vector3 normalize() {
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float len = length();
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if (len == 0) {
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return Vector3(0.0f, 0.0f, 0.0f);
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}
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return Vector3(x / len, y / len, z / len);
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}
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static Vector3 cross(Vector3 a, Vector3 b) {
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return Vector3(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x);
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}
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};
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inline Vector3 operator+(Vector3 a, Vector3 b) {
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return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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inline Vector3 operator-(Vector3 a, Vector3 b) {
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return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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inline Vector3 operator*(float f, Vector3 v) {
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return Vector3(f * v.x, f * v.y, f * v.z);
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}
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class Vector4 {
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public:
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float x;
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float y;
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float z;
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float w;
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Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {}
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Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {}
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};
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inline Vector4 operator+(Vector4 a, Vector4 b) {
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return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
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}
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inline Vector4 operator-(Vector4 a, Vector4 b) {
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return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
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}
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inline Vector4 operator*(float f, Vector4 v) {
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return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
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}
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inline Vector4 operator*(Vector4 v, float f) {
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return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
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}
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inline Vector4 operator/(Vector4 a, Vector4 b) {
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return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
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}
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inline int angle_1024(float x1, float z1, float x2, float z2) {
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float angle_rad = atan2(x2 - x1, z1 - z2);
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int a = int(512.0 * angle_rad / M_PI);
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return (a + 1024) % 1024;
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}
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inline int angle_1024(const Vector3 &v1, const Vector3 &v2) {
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return angle_1024(v1.x, v1.z, v2.x, v2.z);
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}
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inline float distance(float x1, float z1, float x2, float z2) {
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float dx = x1 - x2;
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float dz = z1 - z2;
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float d = sqrt(dx * dx + dz * dz);
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float int_part = (int)d;
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float frac_part = d - int_part;
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if (frac_part < 0.001)
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frac_part = 0.0;
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return int_part + frac_part;
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}
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inline float distance(const Vector3 &v1, const Vector3 &v2) {
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return distance(v1.x, v1.z, v2.x, v2.z);
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}
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inline float cos_1024(int angle1024) {
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return cos(angle1024 * (M_PI / 512.0f));
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}
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inline float sin_1024(int angle1024) {
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return sin(angle1024 * (M_PI / 512.0f));
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}
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} // End of namespace BladeRunner
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#endif
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