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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
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