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engines/wintermute/base/gfx/xmath.h
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277
engines/wintermute/base/gfx/xmath.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Code originated from Wine sources.
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* Copyright (C) 2008 David Adam
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* Copyright (C) 2008 Luis Busquets
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* Copyright (C) 2008 Jérôme Gardou
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* Copyright (C) 2008 Philip Nilsson
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* Copyright (C) 2008 Henri Verbeet
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*/
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#ifndef WINTERMUTE_XMATH_H
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#define WINTERMUTE_XMATH_H
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#include "common/scummsys.h"
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namespace Wintermute {
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#if defined(SCUMMVM_USE_PRAGMA_PACK)
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#pragma pack(4)
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#endif
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struct DXVector2 {
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float _x;
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float _y;
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DXVector2();
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DXVector2(const float *pf);
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DXVector2(float fx, float fy);
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operator float* ();
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operator const float* () const;
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DXVector2 &operator += (const DXVector2 &);
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DXVector2 &operator -= (const DXVector2 &);
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DXVector2 &operator *= (float);
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DXVector2 &operator /= (float);
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DXVector2 operator + () const;
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DXVector2 operator - () const;
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DXVector2 operator + (const DXVector2 &) const;
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DXVector2 operator - (const DXVector2 &) const;
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DXVector2 operator * (float) const;
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DXVector2 operator / (float) const;
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friend DXVector2 operator * (float, const DXVector2 &);
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bool operator == (const DXVector2 &) const;
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bool operator != (const DXVector2 &) const;
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};
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struct DXVector3 {
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float _x;
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float _y;
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float _z;
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DXVector3() {}
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DXVector3(const float *pf);
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DXVector3(float fx, float fy, float fz);
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operator float* ();
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operator const float* () const;
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DXVector3 &operator += (const DXVector3 &);
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DXVector3 &operator -= (const DXVector3 &);
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DXVector3 &operator *= (float);
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DXVector3 &operator /= (float);
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DXVector3 operator + () const;
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DXVector3 operator - () const;
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DXVector3 operator + (const DXVector3 &) const;
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DXVector3 operator - (const DXVector3 &) const;
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DXVector3 operator * (float) const;
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DXVector3 operator / (float) const;
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bool operator == (const DXVector3 &) const;
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bool operator != (const DXVector3 &) const;
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};
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struct DXVector4 {
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float _x;
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float _y;
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float _z;
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float _w;
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DXVector4() {}
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DXVector4(const float *pf);
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DXVector4(float fx, float fy, float fz, float fw);
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operator float* ();
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operator const float* () const;
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};
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struct DXQuaternion {
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float _x;
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float _y;
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float _z;
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float _w;
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DXQuaternion() {}
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DXQuaternion(const float *pf);
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DXQuaternion(float fx, float fy, float fz, float fw);
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operator float* ();
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operator const float* () const;
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};
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struct DXPlane {
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float _a;
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float _b;
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float _c;
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float _d;
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DXPlane() {}
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DXPlane(float fa, float fb, float fc, float fd);
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};
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struct DXMatrix {
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union {
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struct {
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float _11, _12, _13, _14;
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float _21, _22, _23, _24;
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float _31, _32, _33, _34;
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float _41, _42, _43, _44;
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} matrix;
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float _m[4][4];
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float _m4x4[16];
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};
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DXMatrix() {}
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DXMatrix(const float *pf);
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float &operator () (uint32 row, uint32 col);
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operator float* ();
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operator const float* () const;
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DXMatrix operator * (const DXMatrix &) const;
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};
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struct DXViewport {
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uint32 _x;
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uint32 _y;
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uint32 _width;
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uint32 _height;
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float _minZ;
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float _maxZ;
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};
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#if defined(SCUMMVM_USE_PRAGMA_PACK)
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#pragma pack()
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#endif
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DXQuaternion *DXQuaternionRotationMatrix(DXQuaternion *out,const DXMatrix *m);
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DXMatrix *DXMatrixPerspectiveFovLH(DXMatrix *pout,float fovy, float aspect, float zn, float zf);
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DXMatrix *DXMatrixPerspectiveFovRH(DXMatrix *pout, float fovy, float aspect, float zn, float zf);
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DXMatrix *DXMatrixLookAtLH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
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DXMatrix *DXMatrixLookAtRH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
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DXMatrix *DXMatrixOrthoLH(DXMatrix *pout, float w, float h, float zn, float zf);
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DXMatrix *DXMatrixOrthoOffCenterLH(DXMatrix *pout, float l, float r, float b, float t, float zn, float zf);
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DXMatrix *DXMatrixInverse(DXMatrix *pout, float *pdeterminant, const DXMatrix *pm);
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DXPlane *DXPlaneFromPointNormal(DXPlane *pout, const DXVector3 *pvpoint, const DXVector3 *pvnormal);
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DXPlane *DXPlaneFromPoints(DXPlane *pout, const DXVector3 *pv1, const DXVector3 *pv2, const DXVector3 *pv3);
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DXVector3 *DXPlaneIntersectLine(DXVector3 *pout, const DXPlane *pp, const DXVector3 *pv1, const DXVector3 *pv2);
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DXVector3 *DXVec3Normalize(DXVector3 *pout, const DXVector3 *pv);
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DXMatrix *DXMatrixTranslation(DXMatrix *pout, float x, float y, float z);
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DXMatrix *DXMatrixScaling(DXMatrix *pout, float sx, float sy, float sz);
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DXMatrix *DXMatrixRotationY(DXMatrix *pout, float angle);
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DXMatrix *DXMatrixRotationZ(DXMatrix *pout, float angle);
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DXMatrix *DXMatrixRotationYawPitchRoll(DXMatrix *out, float yaw, float pitch, float roll);
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DXMatrix *DXMatrixRotationQuaternion(DXMatrix *pout, const DXQuaternion *pq);
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DXQuaternion *DXQuaternionSlerp(DXQuaternion *out, const DXQuaternion *q1, const DXQuaternion *q2, float t);
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DXVector4 *DXVec3Transform(DXVector4 *pout, const DXVector3 *pv, const DXMatrix *pm);
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DXVector3 *DXVec3TransformCoord(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
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DXVector3 *DXVec3TransformNormal(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
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DXMatrix *DXMatrixMultiply(DXMatrix *pout, const DXMatrix *pm1, const DXMatrix *pm2);
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DXVector3 *DXVec3Project(DXVector3 *pout, const DXVector3 *pv, const DXViewport *pviewport,
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const DXMatrix *pprojection, const DXMatrix *pview, const DXMatrix *pworld);
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DXMatrix *DXMatrixTranspose(DXMatrix *pout, const DXMatrix *pm);
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DXVector4 *DXVec4Transform(DXVector4 *pout, const DXVector4 *pv, const DXMatrix *pm);
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DXMatrix *DXMatrixShadow(DXMatrix *pout, const DXVector4 *plight, const DXPlane *pplane);
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DXVector2 *DXVec2TransformCoord(DXVector2 *pout, const DXVector2 *pv, const DXMatrix *pm);
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static inline DXMatrix *DXMatrixIdentity(DXMatrix *pout) {
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(*pout)._m[0][1] = 0.0f;
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(*pout)._m[0][2] = 0.0f;
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(*pout)._m[0][3] = 0.0f;
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(*pout)._m[1][0] = 0.0f;
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(*pout)._m[1][2] = 0.0f;
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(*pout)._m[1][3] = 0.0f;
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(*pout)._m[2][0] = 0.0f;
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(*pout)._m[2][1] = 0.0f;
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(*pout)._m[2][3] = 0.0f;
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(*pout)._m[3][0] = 0.0f;
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(*pout)._m[3][1] = 0.0f;
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(*pout)._m[3][2] = 0.0f;
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(*pout)._m[0][0] = 1.0f;
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(*pout)._m[1][1] = 1.0f;
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(*pout)._m[2][2] = 1.0f;
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(*pout)._m[3][3] = 1.0f;
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return pout;
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}
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static inline DXVector3 *DXVec3Lerp(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2, float s) {
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pout->_x = (1-s) * (pv1->_x) + s * (pv2->_x);
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pout->_y = (1-s) * (pv1->_y) + s * (pv2->_y);
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pout->_z = (1-s) * (pv1->_z) + s * (pv2->_z);
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return pout;
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}
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static inline float DXQuaternionDot(const DXQuaternion *pq1, const DXQuaternion *pq2) {
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return (pq1->_x) * (pq2->_x) + (pq1->_y) * (pq2->_y) + (pq1->_z) * (pq2->_z) + (pq1->_w) * (pq2->_w);
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}
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static inline DXVector3 *DXVec3Cross(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
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DXVector3 temp;
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temp._x = (pv1->_y) * (pv2->_z) - (pv1->_z) * (pv2->_y);
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temp._y = (pv1->_z) * (pv2->_x) - (pv1->_x) * (pv2->_z);
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temp._z = (pv1->_x) * (pv2->_y) - (pv1->_y) * (pv2->_x);
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*pout = temp;
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return pout;
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}
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static inline float DXVec3Dot(const DXVector3 *pv1, const DXVector3 *pv2) {
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return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z);
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}
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static inline DXVector3 *DXVec3Subtract(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
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pout->_x = pv1->_x - pv2->_x;
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pout->_y = pv1->_y - pv2->_y;
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pout->_z = pv1->_z - pv2->_z;
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return pout;
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}
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static inline float DXVec3Length(const DXVector3 *pv) {
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return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y + pv->_z * pv->_z);
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}
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static inline float DXVec4Dot(const DXVector4 *pv1, const DXVector4 *pv2) {
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return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z) + (pv1->_w) * (pv2->_w);
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}
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static inline float DXPlaneDot(const DXPlane *pp, const DXVector4 *pv) {
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return ((pp->_a) * (pv->_x) + (pp->_b) * (pv->_y) + (pp->_c) * (pv->_z) + (pp->_d) * (pv->_w) );
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}
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static inline float DXVec2Length(const DXVector2 *pv) {
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if (!pv)
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return 0.0f;
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return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y);
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}
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} // End of namespace Wintermute
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#endif
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