ScummVM API documentation
vector.h
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21 
22 #ifndef BLADERUNNER_VECTOR_H
23 #define BLADERUNNER_VECTOR_H
24 
25 #include "common/types.h"
26 
27 namespace BladeRunner {
28 
29 class Vector2 {
30 public:
31  float x;
32  float y;
33 
34  Vector2() : x(0.0), y(0.0) {}
35 
36  Vector2(float ax, float ay) : x(ax), y(ay) {}
37 };
38 
39 inline bool operator==(const Vector2 &a, const Vector2 &b) {
40  return a.x == b.x && a.y == b.y;
41 }
42 
43 inline bool operator!=(const Vector2 &a, const Vector2 &b) {
44  return !(a == b);
45 }
46 
47 class Vector3 {
48 public:
49  float x;
50  float y;
51  float z;
52 
53  Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
54 
55  Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {}
56 
57  inline float length() {
58  return sqrt(x * x + y * y + z * z);
59  }
60 
61  inline Vector3 normalize() {
62  float len = length();
63  if (len == 0) {
64  return Vector3(0.0f, 0.0f, 0.0f);
65  }
66  return Vector3(x / len, y / len, z / len);
67  }
68 
69  inline static Vector3 cross(Vector3 a, Vector3 b) {
70  return Vector3(
71  a.y * b.z - a.z * b.y,
72  a.z * b.x - a.x * b.z,
73  a.x * b.y - a.y * b.x);
74  }
75 
76  inline static float dot(Vector3 a, Vector3 b) {
77  return a.x * b.x + a.y * b.y + a.z * b.z;
78  }
79 
80  Vector2 xz() const {
81  return Vector2(x, z);
82  }
83 };
84 
85 inline Vector3 operator+(Vector3 a, Vector3 b) {
86  return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
87 }
88 
89 inline Vector3 operator-(Vector3 a, Vector3 b) {
90  return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
91 }
92 
93 inline Vector3 operator*(float f, Vector3 v) {
94  return Vector3(f * v.x, f * v.y, f * v.z);
95 }
96 
97 class Vector4 {
98 public:
99  float x;
100  float y;
101  float z;
102  float w;
103 
104  Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {}
105 
106  Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {}
107 };
108 
109 inline Vector4 operator+(Vector4 a, Vector4 b) {
110  return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
111 }
112 
113 inline Vector4 operator-(Vector4 a, Vector4 b) {
114  return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
115 }
116 
117 inline Vector4 operator*(float f, Vector4 v) {
118  return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
119 }
120 
121 inline Vector4 operator*(Vector4 v, float f) {
122  return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
123 }
124 
125 inline Vector4 operator/(Vector4 a, Vector4 b) {
126  return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
127 }
128 
129 inline int angle_1024(float x1, float z1, float x2, float z2) {
130  float angle_rad = atan2(x2 - x1, z1 - z2);
131  int a = int(512.0 * angle_rad / M_PI);
132  return (a + 1024) % 1024;
133 }
134 
135 inline int angle_1024(const Vector3 &v1, const Vector3 &v2) {
136  return angle_1024(v1.x, v1.z, v2.x, v2.z);
137 }
138 
139 inline float distance(float x1, float z1, float x2, float z2) {
140  float dx = x1 - x2;
141  float dz = z1 - z2;
142  float d = sqrt(dx * dx + dz * dz);
143 
144  float int_part = (int)d;
145  float frac_part = d - int_part;
146 
147  if (frac_part < 0.001)
148  frac_part = 0.0;
149 
150  return int_part + frac_part;
151 }
152 
153 inline float distance(const Vector2 &v1, const Vector2 &v2) {
154  return distance(v1.x, v1.y, v2.x, v2.y);
155 }
156 
157 inline float distance(const Vector3 &v1, const Vector3 &v2) {
158  return distance(v1.x, v1.z, v2.x, v2.z);
159 }
160 
161 inline bool lineIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, Vector2 *intersection) {
162  Vector2 s1(a2.x - a1.x, a2.y - a1.y);
163  Vector2 s2(b2.x - b1.x, b2.y - b1.y);
164 
165  float s = (s1.x * (a1.y - b1.y) - s1.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
166  float t = (s2.x * (a1.y - b1.y) - s2.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
167 
168  if (s >= 0.0f && s <= 1.0f && t >= 0.0f && t <= 1.0f) {
169  intersection->x = a1.x + (t * s1.x);
170  intersection->y = a1.y + (t * s1.y);
171  return true;
172  }
173 
174  return false; // No collision
175 }
176 
177 } // End of namespace BladeRunner
178 
179 #endif
Definition: actor.h:31
Definition: vector.h:29
Definition: vector.h:47
Definition: vector.h:97