ScummVM API documentation
matrix.h
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21 
22 #ifndef BLADERUNNER_MATRIX_H
23 #define BLADERUNNER_MATRIX_H
24 
25 #include "bladerunner/vector.h"
26 
27 namespace BladeRunner {
28 
29 class Matrix3x2 {
30 public:
31  float _m[2][3];
32 
33  Matrix3x2();
34  Matrix3x2(float d[6]);
35  Matrix3x2(
36  float m00, float m01, float m02,
37  float m10, float m11, float m12);
38 
39  float &operator()(int r, int c) { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
40  const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
41 };
42 
43 inline Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) {
44  Matrix3x2 t;
45 
46  t(0, 0) = a(0, 0) * b(0, 0) + a(0, 1) * b(1, 0);
47  t(0, 1) = a(0, 0) * b(0, 1) + a(0, 1) * b(1, 1);
48  t(0, 2) = a(0, 0) * b(0, 2) + a(0, 1) * b(1, 2) + a(0, 2);
49  t(1, 0) = a(1, 0) * b(0, 0) + a(1, 1) * b(1, 0);
50  t(1, 1) = a(1, 0) * b(0, 1) + a(1, 1) * b(1, 1);
51  t(1, 2) = a(1, 0) * b(0, 2) + a(1, 1) * b(1, 2) + a(1, 2);
52 
53  return t;
54 }
55 
56 inline Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) {
57  Matrix3x2 t(a);
58 
59  t(0, 2) += b.x;
60  t(1, 2) += b.y;
61 
62  return t;
63 }
64 
65 inline Vector2 operator*(const Matrix3x2 &a, Vector2 b) {
66  Vector2 t;
67 
68  t.x = a(0, 0) * b.x + a(0, 1) * b.y + a(0, 2);
69  t.y = a(1, 0) * b.x + a(1, 1) * b.y + a(1, 2);
70 
71  return t;
72 }
73 
74 class Matrix4x3 {
75 public:
76  float _m[3][4];
77 
78  Matrix4x3();
79  Matrix4x3(float d[12]);
80  Matrix4x3(
81  float m00, float m01, float m02, float m03,
82  float m10, float m11, float m12, float m13,
83  float m20, float m21, float m22, float m23);
84 
85  float &operator()(int r, int c) { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
86  const float &operator()(int r, int c) const { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
87 
88  void unknown();
89 };
90 
91 Matrix4x3 invertMatrix(const Matrix4x3 &m);
92 Matrix4x3 rotationMatrixX(float angle);
93 
94 inline Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) {
95  Matrix4x3 t;
96 
97  for (int i = 0; i !=3; ++i) {
98  t(i, 0) = a(i, 0) * b(0, 0) + a(i, 1) * b(1, 0) + a(i, 2) * b(2, 0);
99  t(i, 1) = a(i, 0) * b(0, 1) + a(i, 1) * b(1, 1) + a(i, 2) * b(2, 1);
100  t(i, 2) = a(i, 0) * b(0, 2) + a(i, 1) * b(1, 2) + a(i, 2) * b(2, 2);
101  t(i, 3) = a(i, 0) * b(0, 3) + a(i, 1) * b(1, 3) + a(i, 2) * b(2, 3) + a(i, 3);
102  }
103 
104  return t;
105 }
106 
107 inline Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) {
108  Vector3 r;
109 
110  r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3);
111  r.y = m(1, 0) * v.x + m(1, 1) * v.y + m(1, 2) * v.z + m(1, 3);
112  r.z = m(2, 0) * v.x + m(2, 1) * v.y + m(2, 2) * v.z + m(2, 3);
113 
114  return r;
115 }
116 
117 } // End of namespace BladeRunner
118 
119 #endif
Definition: actor.h:31
Definition: matrix.h:74
Definition: vector.h:29
Definition: matrix.h:29
Definition: vector.h:47