/* 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) { 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