aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/vector.h
diff options
context:
space:
mode:
Diffstat (limited to 'engines/bladerunner/vector.h')
-rw-r--r--engines/bladerunner/vector.h148
1 files changed, 148 insertions, 0 deletions
diff --git a/engines/bladerunner/vector.h b/engines/bladerunner/vector.h
new file mode 100644
index 0000000000..d04070f7c5
--- /dev/null
+++ b/engines/bladerunner/vector.h
@@ -0,0 +1,148 @@
+/* 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) {}
+
+ float length() { return sqrtf(x * x + y * y + z * z); }
+ Vector3 normalize() {
+ float len = length();
+ if (len == 0) {
+ return Vector3(0.0f, 0.0f, 0.0f);
+ }
+ return Vector3(x / len, y / len, z / len);
+ }
+
+ static Vector3 cross(Vector3 a, Vector3 b) {
+ return Vector3(
+ a.y * b.z - a.z * b.y,
+ a.z * b.x - a.x * b.z,
+ a.x * b.y - a.y * b.x);
+ }
+};
+
+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);
+}
+
+inline int angle_1024(float x1, float z1, float x2, float z2) {
+ float angle_rad = atan2(x2 - x1, z1 - z2);
+ int a = int(512.0 * angle_rad / M_PI);
+ return (a + 1024) % 1024;
+}
+
+inline int angle_1024(const Vector3 &v1, const Vector3 &v2) {
+ return angle_1024(v1.x, v1.z, v2.x, v2.z);
+}
+
+inline float distance(float x1, float z1, float x2, float z2) {
+ float dx = x1 - x2;
+ float dz = z1 - z2;
+ float d = sqrt(dx * dx + dz * dz);
+
+ float int_part = (int)d;
+ float frac_part = d - int_part;
+
+ if (frac_part < 0.001)
+ frac_part = 0.0;
+
+ return int_part + frac_part;
+}
+
+inline float distance(const Vector3 &v1, const Vector3 &v2) {
+ return distance(v1.x, v1.z, v2.x, v2.z);
+}
+
+inline float cos_1024(int angle1024) {
+ return cos(angle1024 * (M_PI / 512.0f));
+}
+
+inline float sin_1024(int angle1024) {
+ return sin(angle1024 * (M_PI / 512.0f));
+}
+} // End of namespace BladeRunner
+
+#endif