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author | Thomas Fach-Pedersen | 2014-06-05 22:57:33 +0200 |
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committer | Eugene Sandulenko | 2016-09-29 22:33:36 +0200 |
commit | 789bb7a2810a1bee537229862037e1f11396e2e6 (patch) | |
tree | 2653f55b471cd79fd8ac548ac3b8b89d2b9ef582 /engines/bladerunner/matrix.h | |
parent | 303aba7dd109a3a6dfde34fd0191b53a5d6d7f67 (diff) | |
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BLADERUNNER: Add Vector and Matrix classes
Diffstat (limited to 'engines/bladerunner/matrix.h')
-rw-r--r-- | engines/bladerunner/matrix.h | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/engines/bladerunner/matrix.h b/engines/bladerunner/matrix.h new file mode 100644 index 0000000000..64c30701b1 --- /dev/null +++ b/engines/bladerunner/matrix.h @@ -0,0 +1,133 @@ +/* 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. + * + */ + +#ifndef BLADERUNNER_MATRIX_H +#define BLADERUNNER_MATRIX_H + +#include "bladerunner/vector.h" + +namespace BladeRunner { + +class Matrix3x2 +{ +public: + float _m[2][3]; + + Matrix3x2(); + Matrix3x2(float d[6]); + Matrix3x2( + float m00, float m01, float m02, + float m10, float m11, float m12); + + float &operator()(int r, int c) { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; } + const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; } +}; + +inline +Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) +{ + Matrix3x2 t; + + t(0,0) = a(0,0)*b(0,0) + a(0,1)*b(1,0); + t(0,1) = a(0,0)*b(0,1) + a(0,1)*b(1,1); + t(0,2) = a(0,0)*b(0,2) + a(0,1)*b(1,2) + a(0,2); + t(1,0) = a(1,0)*b(0,0) + a(1,1)*b(1,0); + t(1,1) = a(1,0)*b(0,1) + a(1,1)*b(1,1); + t(1,2) = a(1,0)*b(0,2) + a(1,1)*b(1,2) + a(1,2); + + return t; +} + +inline +Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) +{ + Matrix3x2 t(a); + + t(0,2) += b.x; + t(1,2) += b.y; + + return t; +} + +inline +Vector2 operator*(const Matrix3x2 &a, Vector2 b) +{ + Vector2 t; + + t.x = a(0,0) * b.x + a(0,1) * b.y + a(0,2); + t.y = a(1,0) * b.x + a(1,1) * b.y + a(1,2); + + return t; +} + +class Matrix4x3 +{ +public: + float _m[3][4]; + + Matrix4x3(); + Matrix4x3(float d[12]); + Matrix4x3( + float m00, float m01, float m02, float m03, + float m10, float m11, float m12, float m13, + float m20, float m21, float m22, float m23); + + float &operator()(int r, int c) { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; } + const float &operator()(int r, int c) const { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; } + +}; + +Matrix4x3 invertMatrix(const Matrix4x3 &m); +Matrix4x3 rotationMatrixX(float angle); + +inline +Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) +{ + Matrix4x3 t; + + for (int i = 0; i !=3; ++i) + { + // printf("t(%d,0) = %7.2f*%7.2f + %7.2f*%7.2f + %7.2f*%7.2f\n", i, a(i,0), b(0,0), a(i,0), b(1,0), a(i,0), b(2,0)); + t(i,0) = a(i,0)*b(0,0) + a(i,1)*b(1,0) + a(i,2)*b(2,0); + t(i,1) = a(i,0)*b(0,1) + a(i,1)*b(1,1) + a(i,2)*b(2,1); + t(i,2) = a(i,0)*b(0,2) + a(i,1)*b(1,2) + a(i,2)*b(2,2); + t(i,3) = a(i,0)*b(0,3) + a(i,1)*b(1,3) + a(i,2)*b(2,3) + a(i,3); + } + + return t; +} + +inline +Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) +{ + Vector3 r; + + r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3); + r.y = m(1, 0) * v.x + m(1, 1) * v.y + m(1, 2) * v.z + m(1, 3); + r.z = m(2, 0) * v.x + m(2, 1) * v.y + m(2, 2) * v.z + m(2, 3); + + return r; +} + +} // End of namespace BladeRunner + +#endif |