1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef BLADERUNNER_MATRIX_H
24 #define BLADERUNNER_MATRIX_H
25 
26 #include "bladerunner/vector.h"
27 
28 namespace BladeRunner {
29 
30 class Matrix3x2 {
31 public:
32 	float _m[2][3];
33 
34 	Matrix3x2();
35 	Matrix3x2(float d[6]);
36 	Matrix3x2(
37 		float m00, float m01, float m02,
38 		float m10, float m11, float m12);
39 
operator()40 	      float &operator()(int r, int c)       { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
operator()41 	const float &operator()(int r, int c) const { assert(r >= 0 && r < 2); assert(c >= 0 && c < 3); return _m[r][c]; }
42 };
43 
44 inline Matrix3x2 operator*(const Matrix3x2 &a, const Matrix3x2 &b) {
45 	Matrix3x2 t;
46 
47 	t(0, 0) = a(0, 0) * b(0, 0) + a(0, 1) * b(1, 0);
48 	t(0, 1) = a(0, 0) * b(0, 1) + a(0, 1) * b(1, 1);
49 	t(0, 2) = a(0, 0) * b(0, 2) + a(0, 1) * b(1, 2) + a(0, 2);
50 	t(1, 0) = a(1, 0) * b(0, 0) + a(1, 1) * b(1, 0);
51 	t(1, 1) = a(1, 0) * b(0, 1) + a(1, 1) * b(1, 1);
52 	t(1, 2) = a(1, 0) * b(0, 2) + a(1, 1) * b(1, 2) + a(1, 2);
53 
54 	return t;
55 }
56 
57 inline Matrix3x2 operator+(const Matrix3x2 &a, Vector2 b) {
58 	Matrix3x2 t(a);
59 
60 	t(0, 2) += b.x;
61 	t(1, 2) += b.y;
62 
63 	return t;
64 }
65 
66 inline Vector2 operator*(const Matrix3x2 &a, Vector2 b) {
67 	Vector2 t;
68 
69 	t.x = a(0, 0) * b.x + a(0, 1) * b.y + a(0, 2);
70 	t.y = a(1, 0) * b.x + a(1, 1) * b.y + a(1, 2);
71 
72 	return t;
73 }
74 
75 class Matrix4x3 {
76 public:
77 	float _m[3][4];
78 
79 	Matrix4x3();
80 	Matrix4x3(float d[12]);
81 	Matrix4x3(
82 		float m00, float m01, float m02, float m03,
83 		float m10, float m11, float m12, float m13,
84 		float m20, float m21, float m22, float m23);
85 
operator()86 	      float &operator()(int r, int c)       { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
operator()87 	const float &operator()(int r, int c) const { assert(r >= 0 && r < 3); assert(c >= 0 && c < 4); return _m[r][c]; }
88 
89 	void unknown();
90 };
91 
92 Matrix4x3 invertMatrix(const Matrix4x3 &m);
93 Matrix4x3 rotationMatrixX(float angle);
94 
95 inline Matrix4x3 operator*(const Matrix4x3 &a, const Matrix4x3 &b) {
96 	Matrix4x3 t;
97 
98 	for (int i = 0; i !=3; ++i) {
99 		t(i, 0) = a(i, 0) * b(0, 0) + a(i, 1) * b(1, 0) + a(i, 2) * b(2, 0);
100 		t(i, 1) = a(i, 0) * b(0, 1) + a(i, 1) * b(1, 1) + a(i, 2) * b(2, 1);
101 		t(i, 2) = a(i, 0) * b(0, 2) + a(i, 1) * b(1, 2) + a(i, 2) * b(2, 2);
102 		t(i, 3) = a(i, 0) * b(0, 3) + a(i, 1) * b(1, 3) + a(i, 2) * b(2, 3) + a(i, 3);
103 	}
104 
105 	return t;
106 }
107 
108 inline Vector3 operator*(const Matrix4x3 &m, const Vector3 &v) {
109 	Vector3 r;
110 
111 	r.x = m(0, 0) * v.x + m(0, 1) * v.y + m(0, 2) * v.z + m(0, 3);
112 	r.y = m(1, 0) * v.x + m(1, 1) * v.y + m(1, 2) * v.z + m(1, 3);
113 	r.z = m(2, 0) * v.x + m(2, 1) * v.y + m(2, 2) * v.z + m(2, 3);
114 
115 	return r;
116 }
117 
118 } // End of namespace BladeRunner
119 
120 #endif
121