warzone2100/lib/ivis_opengl/piematrix.h

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/***************************************************************************/
/*
* pieMatrix.h
*
* matrix functions for pumpkin image library.
*
*/
/***************************************************************************/
#ifndef _pieMatrix_h
#define _pieMatrix_h
#include "lib/ivis_common/piedef.h"
/***************************************************************************/
/*
* Global Variables
*/
/***************************************************************************/
extern SDWORD aSinTable[];
//*************************************************************************
// FIXME DUPLICATE CODE! Already present in trig.c!
#define SIN(X) aSinTable[(Uint16)(X) >> 4]
#define COS(X) aSinTable[((Uint16)(X) >> 4) + 1024]
//*************************************************************************
/*!
* Rotate and translate v with the worldmatrix. Store the result in s
* \param[in] v Vector to translate
* \param[out] s Resulting vector
*/
void pie_RotateTranslate3iv(const Vector3i *v, Vector3i *s);
/*!
* Calculate surface normal
* Eg. if a polygon (with n points in clockwise order) normal is required,
* \c p1 = point 0, \c p2 = point 1, \c p3 = point n-1
* \param p1,p2,p3 Points for forming 2 vector for cross product
* \return Normal vector
*/
static inline WZ_DECL_CONST WZ_DECL_WARN_UNUSED_RESULT
Vector3f pie_SurfaceNormal3fv(const Vector3f p1, const Vector3f p2, const Vector3f p3)
{
Vector3f
a = {
p3.x - p1.x,
p3.y - p1.y,
p3.z - p1.z
},
b = {
p2.x - p1.x,
p2.y - p1.y,
p2.z - p1.z
};
a = Vector3f_Normalise(a);
b = Vector3f_Normalise(b);
{ // MSVC hack
Vector3f
v = {
(a.y * b.z) - (a.z * b.y),
(a.z * b.x) - (a.x * b.z),
(a.x * b.y) - (a.y * b.x)
};
return Vector3f_Normalise(v);
}
}
//*************************************************************************
extern void pie_MatInit(void);
//*************************************************************************
extern void pie_MatBegin(void);
extern void pie_MatEnd(void);
extern void pie_MATTRANS(int x, int y, int z);
extern void pie_TRANSLATE(int x, int y, int z);
extern void pie_MatScale( UDWORD percent );
extern void pie_MatRotX(int x);
extern void pie_MatRotY(int y);
extern void pie_MatRotZ(int z);
extern Sint32 pie_RotateProject(const Vector3i *src, Vector2i *dest);
//*************************************************************************
extern void pie_PerspectiveBegin(void);
extern void pie_PerspectiveEnd(void);
extern void pie_TranslateTextureBegin(Vector2f offset);
extern void pie_TranslateTextureEnd(void);
//*************************************************************************
extern void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2);
extern void pie_SetGeometricOffset(int x, int y);
extern void pie_Begin3DScene(void);
extern void pie_BeginInterface(void);
#endif