/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BLADERUNNER_VECTOR_H #define BLADERUNNER_VECTOR_H #include "common/types.h" namespace BladeRunner { class Vector2 { public: float x; float y; Vector2() : x(0.0), y(0.0) {} Vector2(float ax, float ay) : x(ax), y(ay) {} }; inline bool operator==(const Vector2 &a, const Vector2 &b) { return a.x == b.x && a.y == b.y; } inline bool operator!=(const Vector2 &a, const Vector2 &b) { return !(a == b); } class Vector3 { public: float x; float y; float z; Vector3() : x(0.0f), y(0.0f), z(0.0f) {} Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {} inline float length() { return sqrt(x * x + y * y + z * z); } inline Vector3 normalize() { float len = length(); if (len == 0) { return Vector3(0.0f, 0.0f, 0.0f); } return Vector3(x / len, y / len, z / len); } inline static Vector3 cross(Vector3 a, Vector3 b) { return Vector3( a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } inline static float dot(Vector3 a, Vector3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; } Vector2 xz() const { return Vector2(x, z); } }; inline Vector3 operator+(Vector3 a, Vector3 b) { return Vector3(a.x + b.x, a.y + b.y, a.z + b.z); } inline Vector3 operator-(Vector3 a, Vector3 b) { return Vector3(a.x - b.x, a.y - b.y, a.z - b.z); } inline Vector3 operator*(float f, Vector3 v) { return Vector3(f * v.x, f * v.y, f * v.z); } class Vector4 { public: float x; float y; float z; float w; Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {} Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {} }; inline Vector4 operator+(Vector4 a, Vector4 b) { return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } inline Vector4 operator-(Vector4 a, Vector4 b) { return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } inline Vector4 operator*(float f, Vector4 v) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } inline Vector4 operator*(Vector4 v, float f) { return Vector4(f * v.x, f * v.y, f * v.z, f * v.w); } inline Vector4 operator/(Vector4 a, Vector4 b) { return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } inline int angle_1024(float x1, float z1, float x2, float z2) { float angle_rad = atan2(x2 - x1, z1 - z2); int a = int(512.0 * angle_rad / M_PI); return (a + 1024) % 1024; } inline int angle_1024(const Vector3 &v1, const Vector3 &v2) { return angle_1024(v1.x, v1.z, v2.x, v2.z); } inline float distance(float x1, float z1, float x2, float z2) { float dx = x1 - x2; float dz = z1 - z2; float d = sqrt(dx * dx + dz * dz); float int_part = (int)d; float frac_part = d - int_part; if (frac_part < 0.001) frac_part = 0.0; return int_part + frac_part; } inline float distance(const Vector2 &v1, const Vector2 &v2) { return distance(v1.x, v1.y, v2.x, v2.y); } inline float distance(const Vector3 &v1, const Vector3 &v2) { return distance(v1.x, v1.z, v2.x, v2.z); } inline bool lineIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, Vector2 *intersection) { Vector2 s1(a2.x - a1.x, a2.y - a1.y); Vector2 s2(b2.x - b1.x, b2.y - b1.y); float s = (s1.x * (a1.y - b1.y) - s1.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y); float t = (s2.x * (a1.y - b1.y) - s2.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y); if (s >= 0.0f && s <= 1.0f && t >= 0.0f && t <= 1.0f) { intersection->x = a1.x + (t * s1.x); intersection->y = a1.y + (t * s1.y); return true; } return false; // No collision } } // End of namespace BladeRunner #endif