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https://github.com/libretro/scummvm.git
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120 lines
3.4 KiB
C++
120 lines
3.4 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_MATRIX_H
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#define BLADERUNNER_MATRIX_H
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#include "bladerunner/vector.h"
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namespace BladeRunner {
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class Matrix3x2 {
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public:
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float _m[2][3];
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Matrix3x2();
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Matrix3x2(float d[6]);
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Matrix3x2(
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float m00, float m01, float m02,
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float m10, float m11, float m12);
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float &operator()(int r, int c) { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
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const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
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};
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inline Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) {
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Matrix3x2 t;
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t(0, 0) = a(0, 0) * b(0, 0) + a(0, 1) * b(1, 0);
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t(0, 1) = a(0, 0) * b(0, 1) + a(0, 1) * b(1, 1);
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t(0, 2) = a(0, 0) * b(0, 2) + a(0, 1) * b(1, 2) + a(0, 2);
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t(1, 0) = a(1, 0) * b(0, 0) + a(1, 1) * b(1, 0);
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t(1, 1) = a(1, 0) * b(0, 1) + a(1, 1) * b(1, 1);
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t(1, 2) = a(1, 0) * b(0, 2) + a(1, 1) * b(1, 2) + a(1, 2);
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return t;
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}
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inline Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) {
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Matrix3x2 t(a);
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t(0, 2) += b.x;
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t(1, 2) += b.y;
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return t;
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}
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inline Vector2 operator*(const Matrix3x2 &a, Vector2 b) {
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Vector2 t;
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t.x = a(0, 0) * b.x + a(0, 1) * b.y + a(0, 2);
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t.y = a(1, 0) * b.x + a(1, 1) * b.y + a(1, 2);
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return t;
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}
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class Matrix4x3 {
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public:
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float _m[3][4];
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Matrix4x3();
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Matrix4x3(float d[12]);
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Matrix4x3(
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float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23);
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float &operator()(int r, int c) { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
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const float &operator()(int r, int c) const { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
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void unknown();
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};
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Matrix4x3 invertMatrix(const Matrix4x3 &m);
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Matrix4x3 rotationMatrixX(float angle);
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inline Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) {
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Matrix4x3 t;
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for (int i = 0; i !=3; ++i) {
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t(i, 0) = a(i, 0) * b(0, 0) + a(i, 1) * b(1, 0) + a(i, 2) * b(2, 0);
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t(i, 1) = a(i, 0) * b(0, 1) + a(i, 1) * b(1, 1) + a(i, 2) * b(2, 1);
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t(i, 2) = a(i, 0) * b(0, 2) + a(i, 1) * b(1, 2) + a(i, 2) * b(2, 2);
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t(i, 3) = a(i, 0) * b(0, 3) + a(i, 1) * b(1, 3) + a(i, 2) * b(2, 3) + a(i, 3);
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}
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return t;
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}
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inline Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) {
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Vector3 r;
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r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3);
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r.y = m(1, 0) * v.x + m(1, 1) * v.y + m(1, 2) * v.z + m(1, 3);
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r.z = m(2, 0) * v.x + m(2, 1) * v.y + m(2, 2) * v.z + m(2, 3);
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return r;
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}
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} // End of namespace BladeRunner
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#endif
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