/* 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 #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(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(ComputeCrossProduct(vertex)), static_cast(ComputeDotProduct(vertex))); } /** * Calculates the length of the vector */ inline float ComputeLength() const { return sqrtf(static_cast(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