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author | Filippos Karapetis | 2011-01-23 19:06:35 +0000 |
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committer | Filippos Karapetis | 2011-01-23 19:06:35 +0000 |
commit | 3d15871ee2d6a9c0ce4819a6ab5925638bafa8b9 (patch) | |
tree | 850faefa1a7b0601a8fc31b99d393e5efe9768e0 /engines/sword25/math | |
parent | b17d4ada86ec699213f449d5a26b03b6b4402ca3 (diff) | |
download | scummvm-rg350-3d15871ee2d6a9c0ce4819a6ab5925638bafa8b9.tar.gz scummvm-rg350-3d15871ee2d6a9c0ce4819a6ab5925638bafa8b9.tar.bz2 scummvm-rg350-3d15871ee2d6a9c0ce4819a6ab5925638bafa8b9.zip |
SWORD25: Removed several unused methods of the Vertex class, and made a subclass of the Common::Point class
svn-id: r55478
Diffstat (limited to 'engines/sword25/math')
-rw-r--r-- | engines/sword25/math/region.cpp | 4 | ||||
-rw-r--r-- | engines/sword25/math/vertex.h | 121 |
2 files changed, 9 insertions, 116 deletions
diff --git a/engines/sword25/math/region.cpp b/engines/sword25/math/region.cpp index d0d0859906..5d08b0c14e 100644 --- a/engines/sword25/math/region.cpp +++ b/engines/sword25/math/region.cpp @@ -248,10 +248,10 @@ Vertex Region::findClosestRegionPoint(const Vertex &point) const { // If no point could be found that way that lies within the region, find the next point closestVertex = polygon.vertices[0]; - int shortestVertexDistance2 = polygon.vertices[0].distance2(point); + int shortestVertexDistance2 = polygon.vertices[0].sqrDist(point); { for (int i = 1; i < polygon.vertexCount; i++) { - int curDistance2 = polygon.vertices[i].distance2(point); + int curDistance2 = polygon.vertices[i].sqrDist(point); if (curDistance2 < shortestVertexDistance2) { closestVertex = polygon.vertices[i]; shortestVertexDistance2 = curDistance2; diff --git a/engines/sword25/math/vertex.h b/engines/sword25/math/vertex.h index b923841a0f..0e6d14502c 100644 --- a/engines/sword25/math/vertex.h +++ b/engines/sword25/math/vertex.h @@ -44,24 +44,12 @@ // Includes #include <math.h> +#include "common/rect.h" #include "sword25/kernel/common.h" #include "sword25/util/lua/lua.h" #if defined(MACOSX) || defined(SOLARIS) || defined(__MINGW32__) -// Older versions of Mac OS X didn't supply a powf function, so using it -// will cause a binary incompatibility when trying to run a binary built -// on a newer OS X release on an olderr one. And Solaris 8 doesn't provide -// powf, floorf, fabsf etc. at all. -// Cross-compiled MinGW32 toolchains suffer from a cross-compile bug in -// libstdc++. math/stubs.o should be empty, but it comes with a symbol for -// powf, resulting in a linker error because of multiple definitions. -// Hence we re-define them here. The only potential drawback is that it -// might be a little bit slower this way. -#define powf(x,y) ((float)pow(x,y)) -#define floorf(x) ((float)floor(x)) -#define fabsf(x) ((float)fabs(x)) #define sqrtf(x) ((float)sqrt(x)) -#define atan2f(x,y) ((float)atan2(x,y)) #endif namespace Sword25 { @@ -69,115 +57,20 @@ namespace Sword25 { /** * Defines a 2-D Vertex */ -class Vertex { +class Vertex : public Common::Point { 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); - } + Vertex() : Point() {} + Vertex(int x_, int y_) : Point(x_, y_) {} + Vertex(Point p) : Point(p) {} /** * 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. + * @remark If only distances should be compared, sqrDist() 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)); + return (int)(sqrtf(static_cast<float>(sqrDist(vertex))) + 0.5); } static Vertex &luaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex); |