mirror of
https://github.com/libretro/scummvm.git
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180 lines
4.3 KiB
C++
180 lines
4.3 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_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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inline bool operator==(const Vector2 &a, const Vector2 &b) {
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return a.x == b.x && a.y == b.y;
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}
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inline bool operator!=(const Vector2 &a, const Vector2 &b) {
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return !(a == b);
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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(0.0f), y(0.0f), z(0.0f) {}
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Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {}
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inline float length() {
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return sqrt(x * x + y * y + z * z);
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}
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inline 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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inline 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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inline static float dot(Vector3 a, Vector3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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Vector2 xz() const {
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return Vector2(x, z);
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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 Vector2 &v1, const Vector2 &v2) {
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return distance(v1.x, v1.y, v2.x, v2.y);
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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 bool lineIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, Vector2 *intersection) {
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Vector2 s1(a2.x - a1.x, a2.y - a1.y);
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Vector2 s2(b2.x - b1.x, b2.y - b1.y);
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float s = (s1.x * (a1.y - b1.y) - s1.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
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float t = (s2.x * (a1.y - b1.y) - s2.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
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if (s >= 0.0f && s <= 1.0f && t >= 0.0f && t <= 1.0f) {
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intersection->x = a1.x + (t * s1.x);
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intersection->y = a1.y + (t * s1.y);
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return true;
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}
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return false; // No collision
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}
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} // End of namespace BladeRunner
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#endif
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