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221 lines
4.4 KiB
C++
221 lines
4.4 KiB
C++
#ifndef GRAPHICS_TINYGL_ZMATH_H
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#define GRAPHICS_TINYGL_ZMATH_H
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namespace TinyGL {
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// Matrix & Vertex
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class Vector3 {
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public:
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Vector3();
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Vector3(const Vector3 &other);
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Vector3(float x, float y, float z);
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float getX() const { return _v[0]; }
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float getY() const { return _v[1]; }
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float getZ() const { return _v[2]; }
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void setX(float val) { _v[0] = val; }
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void setY(float val) { _v[1] = val; }
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void setZ(float val) { _v[2] = val; }
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void normalize();
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Vector3& operator=(const Vector3 &other)
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{
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memcpy(_v,other._v,sizeof(_v));
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return *this;
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}
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Vector3 operator-() const
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{
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return Vector3(-_v[0],-_v[1],_v[2]);
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}
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Vector3 operator*(float factor) const {
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return Vector3(_v[0] * factor, _v[1] * factor, _v[2] * factor);
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}
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Vector3 operator+(const Vector3 &other) const {
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return Vector3(_v[0] + other._v[0], _v[1] + other._v[1], _v[2] + other._v[2]);
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}
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Vector3 operator-(const Vector3 &other) const {
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return Vector3(_v[0] - other._v[0], _v[1] - other._v[1], _v[2] - other._v[2]);
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}
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Vector3& operator*=(float factor) {
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_v[0] *= factor;
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_v[1] *= factor;
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_v[2] *= factor;
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return *this;
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}
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Vector3& operator+=(float factor) {
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_v[0] += factor;
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_v[1] += factor;
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_v[2] += factor;
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return *this;
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}
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Vector3& operator-=(float factor) {
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_v[0] -= factor;
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_v[1] -= factor;
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_v[2] -= factor;
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return *this;
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}
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private:
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float _v[3];
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};
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class Vector4 {
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public:
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Vector4();
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Vector4(float x, float y, float z, float w);
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float getX() const { return _v[0]; }
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float getY() const { return _v[1]; }
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float getZ() const { return _v[2]; }
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float getW() const { return _v[3]; }
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void setX(float val) { _v[0] = val; }
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void setY(float val) { _v[1] = val; }
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void setZ(float val) { _v[2] = val; }
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void setW(float val) { _v[3] = val; }
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private:
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float _v[4];
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};
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class Matrix4 {
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public:
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Matrix4();
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Matrix4(const Matrix4 &other);
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bool IsIdentity() const;
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Matrix4& operator=(const Matrix4 &other)
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{
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memcpy(_m,other._m,sizeof(_m));
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return *this;
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}
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Matrix4 operator+(const Matrix4& b) const
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{
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Matrix4 result;
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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result.set(i,j, get(i,j) + b.get(i,j));
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}
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}
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return result;
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}
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Matrix4 operator-(const Matrix4& b) const
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{
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Matrix4 result;
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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result.set(i,j, get(i,j) - b.get(i,j));
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}
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}
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return result;
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}
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Matrix4 operator*(const Matrix4 &b) const
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{
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Matrix4 result;
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float s;
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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s = 0.0;
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for (int k = 0; k < 4; k++)
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s += this->get(i,k) * b.get(k,j);
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result.set(i,j,s);
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}
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}
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return result;
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}
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static Matrix4 identity();
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void fill(float val) {
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for(int i = 0; i < 4; i++) {
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for(int j = 0; j < 4; j++) {
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_m[i][j] = val;
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}
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}
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}
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inline void set(int x,int y,float val) {
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_m[x][y] = val;
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}
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inline float get(int x, int y) const {
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return _m[x][y];
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}
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Matrix4 transpose() const;
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Matrix4 inverseOrtho() const;
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Matrix4 inverse() const;
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Matrix4 rotation(float t, int u) const;
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Vector3 transform(const Vector3 &vector) const;
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Vector3 transform3x3(const Vector3 &vector) const; // Transform the vector as if this were a 3x3 matrix.
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Vector4 transform(const Vector4 &vector) const;
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private:
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float _m[4][4];
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};
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struct M4 {
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float m[4][4];
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};
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struct M3 {
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float m[3][3];
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};
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struct M34 {
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float m[3][4];
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};
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#define X v[0]
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#define Y v[1]
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#define Z v[2]
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#define W v[3]
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struct V3 {
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float v[3];
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};
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struct V4 {
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float v[4];
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};
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void gl_M4_Id(M4 *a); // Done
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int gl_M4_IsId(const M4 *a); // Done
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void gl_M4_Move(M4 *a, const M4 *b); // Done (= operator)
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void gl_MoveV3(V3 *a, const V3 *b); // Done (= operator)
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void gl_MulM4V3(V3 *a, const M4 *b, const V3 *c); // Done
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void gl_MulM3V3(V3 *a, const M4 *b, const V3 *c); // Done
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void gl_M4_MulV4(V4 *a, const M4 *b, const V4 *c); // Done
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void gl_M4_InvOrtho(M4 *a, const M4 &b); // Done
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void gl_M4_Inv(M4 *a, const M4 *b); // Done
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void gl_M4_Mul(M4 *c, const M4 *a, const M4 *b); // Done
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void gl_M4_MulLeft(M4 *c, const M4 *a); // Done
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void gl_M4_Transpose(M4 *a, const M4 *b); // Done
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void gl_M4_Rotate(M4 *c, float t, int u); // Done
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int gl_V3_Norm(V3 *a); // Done
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V3 gl_V3_New(float x, float y, float z); // Done
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V4 gl_V4_New(float x, float y, float z, float w); // Done
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int gl_Matrix_Inv(float *r, float *m, int n); // Only for internal use - could be removed.
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} // end of namespace TinyGL
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#endif
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