ScummVM API documentation
xmath.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
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11  *
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14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Code originated from Wine sources.
24  * Copyright (C) 2008 David Adam
25  * Copyright (C) 2008 Luis Busquets
26  * Copyright (C) 2008 Jérôme Gardou
27  * Copyright (C) 2008 Philip Nilsson
28  * Copyright (C) 2008 Henri Verbeet
29  */
30 
31 #ifndef WINTERMUTE_XMATH_H
32 #define WINTERMUTE_XMATH_H
33 
34 #include "common/scummsys.h"
35 
36 namespace Wintermute {
37 
38 #if defined(SCUMMVM_USE_PRAGMA_PACK)
39 #pragma pack(4)
40 #endif
41 
42 struct DXVector2 {
43  float _x;
44  float _y;
45 
46  DXVector2();
47  DXVector2(const float *pf);
48  DXVector2(float fx, float fy);
49 
50  operator float* ();
51  operator const float* () const;
52 
53  DXVector2 &operator += (const DXVector2 &);
54  DXVector2 &operator -= (const DXVector2 &);
55  DXVector2 &operator *= (float);
56  DXVector2 &operator /= (float);
57 
58  DXVector2 operator + () const;
59  DXVector2 operator - () const;
60 
61  DXVector2 operator + (const DXVector2 &) const;
62  DXVector2 operator - (const DXVector2 &) const;
63  DXVector2 operator * (float) const;
64  DXVector2 operator / (float) const;
65 
66  friend DXVector2 operator * (float, const DXVector2 &);
67 
68  bool operator == (const DXVector2 &) const;
69  bool operator != (const DXVector2 &) const;
70 };
71 
72 struct DXVector3 {
73  float _x;
74  float _y;
75  float _z;
76 
77  DXVector3() {}
78  DXVector3(const float *pf);
79  DXVector3(float fx, float fy, float fz);
80 
81  operator float* ();
82  operator const float* () const;
83 
84  DXVector3 &operator += (const DXVector3 &);
85  DXVector3 &operator -= (const DXVector3 &);
86  DXVector3 &operator *= (float);
87  DXVector3 &operator /= (float);
88 
89  DXVector3 operator + () const;
90  DXVector3 operator - () const;
91 
92  DXVector3 operator + (const DXVector3 &) const;
93  DXVector3 operator - (const DXVector3 &) const;
94  DXVector3 operator * (float) const;
95  DXVector3 operator / (float) const;
96 
97  bool operator == (const DXVector3 &) const;
98  bool operator != (const DXVector3 &) const;
99 };
100 
101 struct DXVector4 {
102  float _x;
103  float _y;
104  float _z;
105  float _w;
106 
107  DXVector4() {}
108  DXVector4(const float *pf);
109  DXVector4(float fx, float fy, float fz, float fw);
110 
111  operator float* ();
112  operator const float* () const;
113 };
114 
115 struct DXQuaternion {
116  float _x;
117  float _y;
118  float _z;
119  float _w;
120 
121  DXQuaternion() {}
122  DXQuaternion(const float *pf);
123  DXQuaternion(float fx, float fy, float fz, float fw);
124 
125  operator float* ();
126  operator const float* () const;
127 };
128 
129 struct DXPlane {
130  float _a;
131  float _b;
132  float _c;
133  float _d;
134 
135  DXPlane() {}
136  DXPlane(float fa, float fb, float fc, float fd);
137 };
138 
139 struct DXMatrix {
140  union {
141  struct {
142  float _11, _12, _13, _14;
143  float _21, _22, _23, _24;
144  float _31, _32, _33, _34;
145  float _41, _42, _43, _44;
146  } matrix;
147  float _m[4][4];
148  float _m4x4[16];
149  };
150 
151  DXMatrix() {}
152  DXMatrix(const float *pf);
153 
154  float &operator () (uint32 row, uint32 col);
155 
156  operator float* ();
157  operator const float* () const;
158 
159  DXMatrix operator * (const DXMatrix &) const;
160 };
161 
162 struct DXViewport {
163  uint32 _x;
164  uint32 _y;
165  uint32 _width;
166  uint32 _height;
167  float _minZ;
168  float _maxZ;
169 };
170 
171 #if defined(SCUMMVM_USE_PRAGMA_PACK)
172 #pragma pack()
173 #endif
174 
175 DXQuaternion *DXQuaternionRotationMatrix(DXQuaternion *out,const DXMatrix *m);
176 DXMatrix *DXMatrixPerspectiveFovLH(DXMatrix *pout,float fovy, float aspect, float zn, float zf);
177 DXMatrix *DXMatrixPerspectiveFovRH(DXMatrix *pout, float fovy, float aspect, float zn, float zf);
178 DXMatrix *DXMatrixLookAtLH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
179 DXMatrix *DXMatrixLookAtRH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
180 DXMatrix *DXMatrixOrthoLH(DXMatrix *pout, float w, float h, float zn, float zf);
181 DXMatrix *DXMatrixOrthoOffCenterLH(DXMatrix *pout, float l, float r, float b, float t, float zn, float zf);
182 DXMatrix *DXMatrixInverse(DXMatrix *pout, float *pdeterminant, const DXMatrix *pm);
183 DXPlane *DXPlaneFromPointNormal(DXPlane *pout, const DXVector3 *pvpoint, const DXVector3 *pvnormal);
184 DXPlane *DXPlaneFromPoints(DXPlane *pout, const DXVector3 *pv1, const DXVector3 *pv2, const DXVector3 *pv3);
185 DXVector3 *DXPlaneIntersectLine(DXVector3 *pout, const DXPlane *pp, const DXVector3 *pv1, const DXVector3 *pv2);
186 DXVector3 *DXVec3Normalize(DXVector3 *pout, const DXVector3 *pv);
187 DXMatrix *DXMatrixTranslation(DXMatrix *pout, float x, float y, float z);
188 DXMatrix *DXMatrixScaling(DXMatrix *pout, float sx, float sy, float sz);
189 DXMatrix *DXMatrixRotationY(DXMatrix *pout, float angle);
190 DXMatrix *DXMatrixRotationZ(DXMatrix *pout, float angle);
191 DXMatrix *DXMatrixRotationYawPitchRoll(DXMatrix *out, float yaw, float pitch, float roll);
192 DXMatrix *DXMatrixRotationQuaternion(DXMatrix *pout, const DXQuaternion *pq);
193 DXQuaternion *DXQuaternionSlerp(DXQuaternion *out, const DXQuaternion *q1, const DXQuaternion *q2, float t);
194 DXVector4 *DXVec3Transform(DXVector4 *pout, const DXVector3 *pv, const DXMatrix *pm);
195 DXVector3 *DXVec3TransformCoord(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
196 DXVector3 *DXVec3TransformNormal(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
197 DXMatrix *DXMatrixMultiply(DXMatrix *pout, const DXMatrix *pm1, const DXMatrix *pm2);
198 DXVector3 *DXVec3Project(DXVector3 *pout, const DXVector3 *pv, const DXViewport *pviewport,
199  const DXMatrix *pprojection, const DXMatrix *pview, const DXMatrix *pworld);
200 DXMatrix *DXMatrixTranspose(DXMatrix *pout, const DXMatrix *pm);
201 DXVector4 *DXVec4Transform(DXVector4 *pout, const DXVector4 *pv, const DXMatrix *pm);
202 DXMatrix *DXMatrixShadow(DXMatrix *pout, const DXVector4 *plight, const DXPlane *pplane);
203 DXVector2 *DXVec2TransformCoord(DXVector2 *pout, const DXVector2 *pv, const DXMatrix *pm);
204 
205 static inline DXMatrix *DXMatrixIdentity(DXMatrix *pout) {
206  (*pout)._m[0][1] = 0.0f;
207  (*pout)._m[0][2] = 0.0f;
208  (*pout)._m[0][3] = 0.0f;
209  (*pout)._m[1][0] = 0.0f;
210  (*pout)._m[1][2] = 0.0f;
211  (*pout)._m[1][3] = 0.0f;
212  (*pout)._m[2][0] = 0.0f;
213  (*pout)._m[2][1] = 0.0f;
214  (*pout)._m[2][3] = 0.0f;
215  (*pout)._m[3][0] = 0.0f;
216  (*pout)._m[3][1] = 0.0f;
217  (*pout)._m[3][2] = 0.0f;
218  (*pout)._m[0][0] = 1.0f;
219  (*pout)._m[1][1] = 1.0f;
220  (*pout)._m[2][2] = 1.0f;
221  (*pout)._m[3][3] = 1.0f;
222  return pout;
223 }
224 
225 static inline DXVector3 *DXVec3Lerp(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2, float s) {
226  pout->_x = (1-s) * (pv1->_x) + s * (pv2->_x);
227  pout->_y = (1-s) * (pv1->_y) + s * (pv2->_y);
228  pout->_z = (1-s) * (pv1->_z) + s * (pv2->_z);
229  return pout;
230 }
231 
232 static inline float DXQuaternionDot(const DXQuaternion *pq1, const DXQuaternion *pq2) {
233  return (pq1->_x) * (pq2->_x) + (pq1->_y) * (pq2->_y) + (pq1->_z) * (pq2->_z) + (pq1->_w) * (pq2->_w);
234 }
235 
236 static inline DXVector3 *DXVec3Cross(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
237  DXVector3 temp;
238 
239  temp._x = (pv1->_y) * (pv2->_z) - (pv1->_z) * (pv2->_y);
240  temp._y = (pv1->_z) * (pv2->_x) - (pv1->_x) * (pv2->_z);
241  temp._z = (pv1->_x) * (pv2->_y) - (pv1->_y) * (pv2->_x);
242  *pout = temp;
243  return pout;
244 }
245 
246 static inline float DXVec3Dot(const DXVector3 *pv1, const DXVector3 *pv2) {
247  return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z);
248 }
249 
250 static inline DXVector3 *DXVec3Subtract(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
251  pout->_x = pv1->_x - pv2->_x;
252  pout->_y = pv1->_y - pv2->_y;
253  pout->_z = pv1->_z - pv2->_z;
254  return pout;
255 }
256 
257 static inline float DXVec3Length(const DXVector3 *pv) {
258  return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y + pv->_z * pv->_z);
259 }
260 
261 static inline float DXVec4Dot(const DXVector4 *pv1, const DXVector4 *pv2) {
262  return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z) + (pv1->_w) * (pv2->_w);
263 }
264 
265 static inline float DXPlaneDot(const DXPlane *pp, const DXVector4 *pv) {
266  return ((pp->_a) * (pv->_x) + (pp->_b) * (pv->_y) + (pp->_c) * (pv->_z) + (pp->_d) * (pv->_w) );
267 }
268 
269 static inline float DXVec2Length(const DXVector2 *pv) {
270  if (!pv)
271  return 0.0f;
272  return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y);
273 }
274 
275 } // End of namespace Wintermute
276 
277 #endif
Definition: xmath.h:72
Definition: xmath.h:42
Definition: xmath.h:162
Definition: xmath.h:129
Definition: xmath.h:139
Definition: xmath.h:115
Definition: xmath.h:101
Definition: achievements_tables.h:27