Files
scummvm/math/vector.h
T
Giulio Camuffo 3344b3c756 GRIM: Setup the lights from the closest to the farthest to the actor position.
This way if OpenGL can't handle all the set lights it will use the most
important ones. Fix #481
2012-02-10 14:57:58 +01:00

145 lines
3.7 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#ifndef MATH_VECTOR_H
#define MATH_VECTOR_H
#include "common/stream.h"
#include "math/matrix.h"
#include "math/utils.h"
namespace Math {
/**
* \class MatrixType<dim, 1>
* This MatrixType specialization defines new methods for the vectors.
*/
template<int dim>
class MatrixType<dim, 1> : public MatrixBase<dim, 1> {
public:
void normalize();
Vector(dim) getNormalized() const;
float getMagnitude() const;
float getSquareMagnitude() const;
float getDistanceTo(const Vector(dim) &point) const;
float dotProduct(const Vector(dim) &v) const;
inline void setValue(int i, float val) { value(i) = val; }
inline float getValue(int i) const { return value(i); }
template<int d>
inline static float dotProduct(const Vector(d) &v1, const Vector(d) &v2) {
return v1.dotProduct(v2);
}
/**
* Reads <i>dim</i> floats from the passed stream, and uses them
* as value 0...dim in chronological order.
*/
void readFromStream(Common::ReadStream *stream);
protected:
MatrixType() : MatrixBase<dim, 1>() { }
MatrixType(const float *data) : MatrixBase<dim, 1>(data) { }
MatrixType(const MatrixBase<dim, 1> &m) : MatrixBase<dim, 1>(m) { }
inline float &value(int i) { return this->operator()(i, 0); }
inline float value(int i) const { return this->operator()(i, 0); }
};
template<int dim>
void MatrixType<dim, 1>::normalize() {
float mag = getMagnitude();
if (mag > 0.f) {
for (int i = 0; i < dim; ++i) {
this->operator()(i, 0) /= mag;
}
}
}
template<int dim>
Vector(dim) MatrixType<dim, 1>::getNormalized() const {
Vector(dim) v(*this);
v.normalize();
return v;
}
template<int dim>
float MatrixType<dim, 1>::getMagnitude() const {
return sqrt(getSquareMagnitude());
}
template<int dim>
float MatrixType<dim, 1>::getSquareMagnitude() const {
float mag = 0;
for (int i = 0; i < dim; ++i) {
mag += square(getValue(i));
}
return mag;
}
template<int dim>
float MatrixType<dim, 1>::getDistanceTo(const Vector(dim) &point) const {
float result = 0;
for (int i = 0; i < dim; ++i) {
result += square(getValue(i) - point.getValue(i));
}
return sqrt(result);
}
template<int dim>
float MatrixType<dim, 1>::dotProduct(const Vector(dim) &v) const {
float result = 0;
for (int i = 0; i < dim; ++i) {
result += value(i) * v.value(i);
}
return result;
}
template<int dim>
void MatrixType<dim, 1>::readFromStream(Common::ReadStream *stream) {
const int size = dim * sizeof(float);
char buf[size];
stream->read(buf, size);
for (int i = 0; i < dim; ++i) {
setValue(i, get_float(buf + i * sizeof(float)));
}
}
}
template<int dim>
Common::Debug &operator<<(Common::Debug dbg, const Math::Matrix<dim, 1> &v) {
dbg.nospace() << "Vector<" << dim << ">(" << v.getValue(0);
for (int i = 1; i < dim; ++i) {
dbg << ", " << v.getValue(i);
}
dbg << ")";
return dbg.space();
}
#endif