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2026-02-02 04:50:13 +01:00

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C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Code originated from Wine sources.
* Copyright (C) 2008 David Adam
* Copyright (C) 2008 Luis Busquets
* Copyright (C) 2008 Jérôme Gardou
* Copyright (C) 2008 Philip Nilsson
* Copyright (C) 2008 Henri Verbeet
*/
#ifndef WINTERMUTE_XMATH_H
#define WINTERMUTE_XMATH_H
#include "common/scummsys.h"
namespace Wintermute {
#if defined(SCUMMVM_USE_PRAGMA_PACK)
#pragma pack(4)
#endif
struct DXVector2 {
float _x;
float _y;
DXVector2();
DXVector2(const float *pf);
DXVector2(float fx, float fy);
operator float* ();
operator const float* () const;
DXVector2 &operator += (const DXVector2 &);
DXVector2 &operator -= (const DXVector2 &);
DXVector2 &operator *= (float);
DXVector2 &operator /= (float);
DXVector2 operator + () const;
DXVector2 operator - () const;
DXVector2 operator + (const DXVector2 &) const;
DXVector2 operator - (const DXVector2 &) const;
DXVector2 operator * (float) const;
DXVector2 operator / (float) const;
friend DXVector2 operator * (float, const DXVector2 &);
bool operator == (const DXVector2 &) const;
bool operator != (const DXVector2 &) const;
};
struct DXVector3 {
float _x;
float _y;
float _z;
DXVector3() {}
DXVector3(const float *pf);
DXVector3(float fx, float fy, float fz);
operator float* ();
operator const float* () const;
DXVector3 &operator += (const DXVector3 &);
DXVector3 &operator -= (const DXVector3 &);
DXVector3 &operator *= (float);
DXVector3 &operator /= (float);
DXVector3 operator + () const;
DXVector3 operator - () const;
DXVector3 operator + (const DXVector3 &) const;
DXVector3 operator - (const DXVector3 &) const;
DXVector3 operator * (float) const;
DXVector3 operator / (float) const;
bool operator == (const DXVector3 &) const;
bool operator != (const DXVector3 &) const;
};
struct DXVector4 {
float _x;
float _y;
float _z;
float _w;
DXVector4() {}
DXVector4(const float *pf);
DXVector4(float fx, float fy, float fz, float fw);
operator float* ();
operator const float* () const;
};
struct DXQuaternion {
float _x;
float _y;
float _z;
float _w;
DXQuaternion() {}
DXQuaternion(const float *pf);
DXQuaternion(float fx, float fy, float fz, float fw);
operator float* ();
operator const float* () const;
};
struct DXPlane {
float _a;
float _b;
float _c;
float _d;
DXPlane() {}
DXPlane(float fa, float fb, float fc, float fd);
};
struct DXMatrix {
union {
struct {
float _11, _12, _13, _14;
float _21, _22, _23, _24;
float _31, _32, _33, _34;
float _41, _42, _43, _44;
} matrix;
float _m[4][4];
float _m4x4[16];
};
DXMatrix() {}
DXMatrix(const float *pf);
float &operator () (uint32 row, uint32 col);
operator float* ();
operator const float* () const;
DXMatrix operator * (const DXMatrix &) const;
};
struct DXViewport {
uint32 _x;
uint32 _y;
uint32 _width;
uint32 _height;
float _minZ;
float _maxZ;
};
#if defined(SCUMMVM_USE_PRAGMA_PACK)
#pragma pack()
#endif
DXQuaternion *DXQuaternionRotationMatrix(DXQuaternion *out,const DXMatrix *m);
DXMatrix *DXMatrixPerspectiveFovLH(DXMatrix *pout,float fovy, float aspect, float zn, float zf);
DXMatrix *DXMatrixPerspectiveFovRH(DXMatrix *pout, float fovy, float aspect, float zn, float zf);
DXMatrix *DXMatrixLookAtLH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
DXMatrix *DXMatrixLookAtRH(DXMatrix *out, const DXVector3 *eye, const DXVector3 *at, const DXVector3 *up);
DXMatrix *DXMatrixOrthoLH(DXMatrix *pout, float w, float h, float zn, float zf);
DXMatrix *DXMatrixOrthoOffCenterLH(DXMatrix *pout, float l, float r, float b, float t, float zn, float zf);
DXMatrix *DXMatrixInverse(DXMatrix *pout, float *pdeterminant, const DXMatrix *pm);
DXPlane *DXPlaneFromPointNormal(DXPlane *pout, const DXVector3 *pvpoint, const DXVector3 *pvnormal);
DXPlane *DXPlaneFromPoints(DXPlane *pout, const DXVector3 *pv1, const DXVector3 *pv2, const DXVector3 *pv3);
DXVector3 *DXPlaneIntersectLine(DXVector3 *pout, const DXPlane *pp, const DXVector3 *pv1, const DXVector3 *pv2);
DXVector3 *DXVec3Normalize(DXVector3 *pout, const DXVector3 *pv);
DXMatrix *DXMatrixTranslation(DXMatrix *pout, float x, float y, float z);
DXMatrix *DXMatrixScaling(DXMatrix *pout, float sx, float sy, float sz);
DXMatrix *DXMatrixRotationY(DXMatrix *pout, float angle);
DXMatrix *DXMatrixRotationZ(DXMatrix *pout, float angle);
DXMatrix *DXMatrixRotationYawPitchRoll(DXMatrix *out, float yaw, float pitch, float roll);
DXMatrix *DXMatrixRotationQuaternion(DXMatrix *pout, const DXQuaternion *pq);
DXQuaternion *DXQuaternionSlerp(DXQuaternion *out, const DXQuaternion *q1, const DXQuaternion *q2, float t);
DXVector4 *DXVec3Transform(DXVector4 *pout, const DXVector3 *pv, const DXMatrix *pm);
DXVector3 *DXVec3TransformCoord(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
DXVector3 *DXVec3TransformNormal(DXVector3 *pout, const DXVector3 *pv, const DXMatrix *pm);
DXMatrix *DXMatrixMultiply(DXMatrix *pout, const DXMatrix *pm1, const DXMatrix *pm2);
DXVector3 *DXVec3Project(DXVector3 *pout, const DXVector3 *pv, const DXViewport *pviewport,
const DXMatrix *pprojection, const DXMatrix *pview, const DXMatrix *pworld);
DXMatrix *DXMatrixTranspose(DXMatrix *pout, const DXMatrix *pm);
DXVector4 *DXVec4Transform(DXVector4 *pout, const DXVector4 *pv, const DXMatrix *pm);
DXMatrix *DXMatrixShadow(DXMatrix *pout, const DXVector4 *plight, const DXPlane *pplane);
DXVector2 *DXVec2TransformCoord(DXVector2 *pout, const DXVector2 *pv, const DXMatrix *pm);
static inline DXMatrix *DXMatrixIdentity(DXMatrix *pout) {
(*pout)._m[0][1] = 0.0f;
(*pout)._m[0][2] = 0.0f;
(*pout)._m[0][3] = 0.0f;
(*pout)._m[1][0] = 0.0f;
(*pout)._m[1][2] = 0.0f;
(*pout)._m[1][3] = 0.0f;
(*pout)._m[2][0] = 0.0f;
(*pout)._m[2][1] = 0.0f;
(*pout)._m[2][3] = 0.0f;
(*pout)._m[3][0] = 0.0f;
(*pout)._m[3][1] = 0.0f;
(*pout)._m[3][2] = 0.0f;
(*pout)._m[0][0] = 1.0f;
(*pout)._m[1][1] = 1.0f;
(*pout)._m[2][2] = 1.0f;
(*pout)._m[3][3] = 1.0f;
return pout;
}
static inline DXVector3 *DXVec3Lerp(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2, float s) {
pout->_x = (1-s) * (pv1->_x) + s * (pv2->_x);
pout->_y = (1-s) * (pv1->_y) + s * (pv2->_y);
pout->_z = (1-s) * (pv1->_z) + s * (pv2->_z);
return pout;
}
static inline float DXQuaternionDot(const DXQuaternion *pq1, const DXQuaternion *pq2) {
return (pq1->_x) * (pq2->_x) + (pq1->_y) * (pq2->_y) + (pq1->_z) * (pq2->_z) + (pq1->_w) * (pq2->_w);
}
static inline DXVector3 *DXVec3Cross(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
DXVector3 temp;
temp._x = (pv1->_y) * (pv2->_z) - (pv1->_z) * (pv2->_y);
temp._y = (pv1->_z) * (pv2->_x) - (pv1->_x) * (pv2->_z);
temp._z = (pv1->_x) * (pv2->_y) - (pv1->_y) * (pv2->_x);
*pout = temp;
return pout;
}
static inline float DXVec3Dot(const DXVector3 *pv1, const DXVector3 *pv2) {
return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z);
}
static inline DXVector3 *DXVec3Subtract(DXVector3 *pout, const DXVector3 *pv1, const DXVector3 *pv2) {
pout->_x = pv1->_x - pv2->_x;
pout->_y = pv1->_y - pv2->_y;
pout->_z = pv1->_z - pv2->_z;
return pout;
}
static inline float DXVec3Length(const DXVector3 *pv) {
return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y + pv->_z * pv->_z);
}
static inline float DXVec4Dot(const DXVector4 *pv1, const DXVector4 *pv2) {
return (pv1->_x) * (pv2->_x) + (pv1->_y) * (pv2->_y) + (pv1->_z) * (pv2->_z) + (pv1->_w) * (pv2->_w);
}
static inline float DXPlaneDot(const DXPlane *pp, const DXVector4 *pv) {
return ((pp->_a) * (pv->_x) + (pp->_b) * (pv->_y) + (pp->_c) * (pv->_z) + (pp->_d) * (pv->_w) );
}
static inline float DXVec2Length(const DXVector2 *pv) {
if (!pv)
return 0.0f;
return sqrtf(pv->_x * pv->_x + pv->_y * pv->_y);
}
} // End of namespace Wintermute
#endif