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_VECTOR_H
24 #define BLADERUNNER_VECTOR_H
25 
26 #include "common/types.h"
27 
28 namespace BladeRunner {
29 
30 class Vector2 {
31 public:
32 	float x;
33 	float y;
34 
Vector2()35 	Vector2() : x(0.0), y(0.0) {}
36 
Vector2(float ax,float ay)37 	Vector2(float ax, float ay) : x(ax), y(ay) {}
38 };
39 
40 inline bool operator==(const Vector2 &a, const Vector2 &b) {
41 	return a.x == b.x && a.y == b.y;
42 }
43 
44 inline bool operator!=(const Vector2 &a, const Vector2 &b) {
45 	return !(a == b);
46 }
47 
48 class Vector3 {
49 public:
50 	float x;
51 	float y;
52 	float z;
53 
Vector3()54 	Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
55 
Vector3(float ax,float ay,float az)56 	Vector3(float ax, float ay, float az) : x(ax), y(ay), z(az) {}
57 
length()58 	inline float length() {
59 		return sqrt(x * x + y * y + z * z);
60 	}
61 
normalize()62 	inline Vector3 normalize() {
63 		float len = length();
64 		if (len == 0) {
65 			return Vector3(0.0f, 0.0f, 0.0f);
66 		}
67 		return Vector3(x / len, y / len, z / len);
68 	}
69 
cross(Vector3 a,Vector3 b)70 	inline static Vector3 cross(Vector3 a, Vector3 b) {
71 		return Vector3(
72 			a.y * b.z - a.z * b.y,
73 			a.z * b.x - a.x * b.z,
74 			a.x * b.y - a.y * b.x);
75 	}
76 
dot(Vector3 a,Vector3 b)77 	inline static float dot(Vector3 a, Vector3 b) {
78 		return a.x * b.x + a.y * b.y + a.z * b.z;
79 	}
80 
xz()81 	Vector2 xz() const {
82 		return Vector2(x, z);
83 	}
84 };
85 
86 inline Vector3 operator+(Vector3 a, Vector3 b) {
87 	return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
88 }
89 
90 inline Vector3 operator-(Vector3 a, Vector3 b) {
91 	return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
92 }
93 
94 inline Vector3 operator*(float f, Vector3 v) {
95 	return Vector3(f * v.x, f * v.y, f * v.z);
96 }
97 
98 class Vector4 {
99 public:
100 	float x;
101 	float y;
102 	float z;
103 	float w;
104 
Vector4()105 	Vector4() : x(0.0), y(0.0), z(0.0), w(0.0) {}
106 
Vector4(float ax,float ay,float az,float aw)107 	Vector4(float ax, float ay, float az, float aw) : x(ax), y(ay), z(az), w(aw) {}
108 };
109 
110 inline Vector4 operator+(Vector4 a, Vector4 b) {
111 	return Vector4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
112 }
113 
114 inline Vector4 operator-(Vector4 a, Vector4 b) {
115 	return Vector4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
116 }
117 
118 inline Vector4 operator*(float f, Vector4 v) {
119 	return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
120 }
121 
122 inline Vector4 operator*(Vector4 v, float f) {
123 	return Vector4(f * v.x, f * v.y, f * v.z, f * v.w);
124 }
125 
126 inline Vector4 operator/(Vector4 a, Vector4 b) {
127 	return Vector4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
128 }
129 
angle_1024(float x1,float z1,float x2,float z2)130 inline int angle_1024(float x1, float z1, float x2, float z2) {
131 	float angle_rad = atan2(x2 - x1, z1 - z2);
132 	int a = int(512.0 * angle_rad / M_PI);
133 	return (a + 1024) % 1024;
134 }
135 
angle_1024(const Vector3 & v1,const Vector3 & v2)136 inline int angle_1024(const Vector3 &v1, const Vector3 &v2) {
137 	return angle_1024(v1.x, v1.z, v2.x, v2.z);
138 }
139 
distance(float x1,float z1,float x2,float z2)140 inline float distance(float x1, float z1, float x2, float z2) {
141 	float dx = x1 - x2;
142 	float dz = z1 - z2;
143 	float d = sqrt(dx * dx + dz * dz);
144 
145 	float int_part = (int)d;
146 	float frac_part = d - int_part;
147 
148 	if (frac_part < 0.001)
149 		frac_part = 0.0;
150 
151 	return int_part + frac_part;
152 }
153 
distance(const Vector2 & v1,const Vector2 & v2)154 inline float distance(const Vector2 &v1, const Vector2 &v2) {
155 	return distance(v1.x, v1.y, v2.x, v2.y);
156 }
157 
distance(const Vector3 & v1,const Vector3 & v2)158 inline float distance(const Vector3 &v1, const Vector3 &v2) {
159 	return distance(v1.x, v1.z, v2.x, v2.z);
160 }
161 
lineIntersection(Vector2 a1,Vector2 a2,Vector2 b1,Vector2 b2,Vector2 * intersection)162 inline bool lineIntersection(Vector2 a1, Vector2 a2, Vector2 b1, Vector2 b2, Vector2 *intersection) {
163 	Vector2 s1(a2.x - a1.x, a2.y - a1.y);
164 	Vector2 s2(b2.x - b1.x, b2.y - b1.y);
165 
166 	float s = (s1.x * (a1.y - b1.y) - s1.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
167 	float t = (s2.x * (a1.y - b1.y) - s2.y * (a1.x - b1.x)) / (s1.x * s2.y - s2.x * s1.y);
168 
169 	if (s >= 0.0f && s <= 1.0f && t >= 0.0f && t <= 1.0f) {
170 		intersection->x = a1.x + (t * s1.x);
171 		intersection->y = a1.y + (t * s1.y);
172 		return true;
173 	}
174 
175 	return false; // No collision
176 }
177 
178 } // End of namespace BladeRunner
179 
180 #endif
181