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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.
+ *
+ * $URL$
+ * $Id$
+ *
+ */
+
+/*
+ * This code is based on Broken Sword 2.5 engine
+ *
+ * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
+ *
+ * Licensed under GNU GPL v2
+ *
+ */
+
+/*
+ BS_Vertex
+ ---------
+
+ Autor: Malte Thiesen
+*/
+
+#ifndef SWORD25_VERTEX_H
+#define SWORD25_VERTEX_H
+
+// Includes
+#include <math.h>
+#include "sword25/kernel/common.h"
+
+namespace Lua {
+
+// Forward declarations
+struct lua_State;
+
+}
+
+using namespace Lua;
+
+namespace Sword25 {
+
+/**
+ * Defines a 2-D Vertex
+ */
+class Vertex {
+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);
+ }
+
+ /**
+ * 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.
+ */
+ 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));
+ }
+
+ static Vertex &luaVertexToVertex(lua_State *L, int StackIndex, Vertex &vertex);
+ static void vertexToLuaVertex(lua_State *L, const Vertex &vertex);
+};
+
+} // End of namespace Sword25
+
+#endif