scummvm/engines/sword25/math/vertex.h
2010-10-12 22:55:59 +00:00

181 lines
4.8 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 Vertex {
public:
Vertex() : X(0), Y(0) {};
Vertex(int X_, int Y_) {
this->X = X_;
this->Y = Y_;
}
int X;
int Y;
/**
* Compares two Vertecies.
*/
inline bool operator==(const Vertex &rhs) const {
if (X == rhs.X && Y == rhs.Y) return true;
return false;
}
/**
* Compares two Vertecies.
*/
inline bool operator!=(const Vertex &rhs) const {
if (X != rhs.X || Y != rhs.Y) return true;
return false;
}
/**
* Adds a vertex to vertex
*/
inline void operator+=(const Vertex &Delta) {
X += Delta.X;
Y += Delta.Y;
}
/**
* Subtracts a vertex from a vertex
*/
inline void operator-=(const Vertex &Delta) {
X -= Delta.X;
Y -= Delta.Y;
}
/**
* Adds two vertecies
*/
inline Vertex operator+(const Vertex &Delta) const {
return Vertex(X + Delta.X, Y + Delta.Y);
}
/**
* Subtracts two vertecies
*/
inline Vertex operator-(const Vertex &Delta) const {
return 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 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 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 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 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 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 Vertex &LuaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex);
static void VertexToLuaVertex(lua_State *L, const Vertex &vertex);
};
} // End of namespace Sword25
#endif