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+/* 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]; }
+
+ void unknown();
+};
+
+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