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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 | |
parent | 303aba7dd109a3a6dfde34fd0191b53a5d6d7f67 (diff) | |
download | scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.tar.gz scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.tar.bz2 scummvm-rg350-789bb7a2810a1bee537229862037e1f11396e2e6.zip |
BLADERUNNER: Add Vector and Matrix classes
Diffstat (limited to 'engines')
-rw-r--r-- | engines/bladerunner/matrix.cpp | 169 | ||||
-rw-r--r-- | engines/bladerunner/matrix.h | 133 | ||||
-rw-r--r-- | engines/bladerunner/module.mk | 1 | ||||
-rw-r--r-- | engines/bladerunner/vector.h | 128 |
4 files changed, 431 insertions, 0 deletions
diff --git a/engines/bladerunner/matrix.cpp b/engines/bladerunner/matrix.cpp new file mode 100644 index 0000000000..a55271ed39 --- /dev/null +++ b/engines/bladerunner/matrix.cpp @@ -0,0 +1,169 @@ +/* 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. + * + */ + +#include "bladerunner/matrix.h" + +#include "common/scummsys.h" + +namespace BladeRunner { + +Matrix3x2::Matrix3x2() +{ + for (int r = 0; r != 2; ++r) + for (int c = 0; c != 3; ++c) + _m[r][c] = (r == c) ? 1.0f : 0.0f; +} + +Matrix3x2::Matrix3x2(float d[6]) +{ + for (int r = 0; r != 2; ++r) + for (int c = 0; c != 3; ++c) + _m[r][c] = d[r*3+c]; +} + +Matrix3x2::Matrix3x2( + float m00, float m01, float m02, + float m10, float m11, float m12) +{ + _m[0][0] = m00; + _m[0][1] = m01; + _m[0][2] = m02; + _m[1][0] = m10; + _m[1][1] = m11; + _m[1][2] = m12; +} + +Matrix4x3::Matrix4x3() +{ + for (int r = 0; r != 3; ++r) + for (int c = 0; c != 4; ++c) + _m[r][c] = (r == c) ? 1.0f : 0.0f; +} + +Matrix4x3::Matrix4x3(float d[12]) +{ + for (int r = 0; r != 3; ++r) + for (int c = 0; c != 4; ++c) + _m[r][c] = d[r*4+c]; +} + +Matrix4x3::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) +{ + _m[0][0] = m00; + _m[0][1] = m01; + _m[0][2] = m02; + _m[0][3] = m03; + _m[1][0] = m10; + _m[1][1] = m11; + _m[1][2] = m12; + _m[1][3] = m13; + _m[2][0] = m20; + _m[2][1] = m21; + _m[2][2] = m22; + _m[2][3] = m23; +} + +Matrix4x3 rotationMatrixX(float angle) +{ + float ca = cos(angle); + float sa = sin(angle); + + return Matrix4x3( 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, ca, sa, 0.0f, + 0.0f, -sa, ca, 0.0f ); +} + +static inline +void swapRows(double *r1, double *r2) +{ + for (int c = 0; c != 8; ++c) + { + double t = r1[c]; + r1[c] = r2[c]; + r2[c] = t; + } +} + +static inline +void subtractRow(double *r1, double factor, double *r2) +{ + for (int c = 0; c != 8; ++c) + r1[c] -= factor * r2[c]; +} + +static inline +void divideRow(double *r1, double d) +{ + for (int c = 0; c != 8; ++c) + r1[c] /= d; +} + +Matrix4x3 invertMatrix(const Matrix4x3 &m) +{ + double w[3][8]; + + for (int r = 0; r != 3; ++r) { + for (int c = 0; c != 4; ++c) { + w[r][c] = m(r, c); + w[r][c+4] = (r == c) ? 1.0 : 0.0; + } + } + + if (w[0][0] == 0.0) { + if (w[1][0] != 0.0) + swapRows(w[0], w[1]); + else + swapRows(w[0], w[2]); + } + divideRow(w[0], w[0][0]); + subtractRow(w[1], w[1][0], w[0]); + subtractRow(w[2], w[2][0], w[0]); + + if (w[1][1] == 0.0) + swapRows(w[1], w[2]); + + divideRow(w[1], w[1][1]); + subtractRow(w[0], w[0][1], w[1]); + subtractRow(w[2], w[2][1], w[1]); + + divideRow(w[2], w[2][2]); + subtractRow(w[0], w[0][2], w[2]); + subtractRow(w[1], w[1][2], w[2]); + + for (int r = 0; r != 3; ++r) { + w[r][7] = -w[r][3]; + w[r][3] = 0.0; + } + + Matrix4x3 result; + + for (int r = 0; r != 3; ++r) + for (int c = 0; c != 4; ++c) + result(r, c) = float(w[r][c+4]); + + return result; +} + +} // End of namespace BladeRunner 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 diff --git a/engines/bladerunner/module.mk b/engines/bladerunner/module.mk index 752543b684..3d014483cf 100644 --- a/engines/bladerunner/module.mk +++ b/engines/bladerunner/module.mk @@ -10,6 +10,7 @@ MODULE_OBJS = \ detection.o \ gameinfo.o \ image.o \ + matrix.o \ outtake.o \ scene.o \ script/rc01.o \ diff --git a/engines/bladerunner/vector.h b/engines/bladerunner/vector.h new file mode 100644 index 0000000000..3b85da40d7 --- /dev/null +++ b/engines/bladerunner/vector.h @@ -0,0 +1,128 @@ +/* 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_VECTOR_H +#define BLADERUNNER_VECTOR_H + +#include "common/types.h" + +namespace BladeRunner { + +class Vector2 +{ +public: + float x; + float y; + + Vector2() + : x(0.0), y(0.0) + {} + + Vector2(float ax, float ay) + : x(ax), y(ay) + {} +}; + +class Vector3 +{ +public: + float x; + float y; + float z; + + Vector3() + : x(0.0), y(0.0), z(0.0) + {} + + Vector3(float ax, float ay, float az) + : x(ax), y(ay), z(az) + {} +}; + +inline +Vector3 operator+(Vector3 a, Vector3 b) +{ + return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); +} + +inline +Vector3 operator-(Vector3 a, Vector3 b) +{ + return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); +} + +inline +Vector3 operator*(float f, Vector3 v) +{ + return Vector3(f * v.x, f * v.y, f * v.z); +} + +class Vector4 +{ +public: + float x; + float y; + float z; + float w; + + Vector4() + : x(0.0), y(0.0), z(0.0), w(0.0) + {} + + Vector4(float ax, float ay, float az, float aw) + : x(ax), y(ay), z(az), w(aw) + {} +}; + +inline +Vector4 operator+(Vector4 a, Vector4 b) +{ + return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); +} + +inline +Vector4 operator-(Vector4 a, Vector4 b) +{ + return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); +} + +inline +Vector4 operator*(float f, Vector4 v) +{ + return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); +} + +inline +Vector4 operator*(Vector4 v, float f) +{ + return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); +} + +inline +Vector4 operator/(Vector4 a, Vector4 b) +{ + return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); +} + +} // End of namespace BladeRunner + +#endif |