/* 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); /*! * returns true if both vectors are equal */ static inline BOOL Vector3i_compare(const Vector3i *a, const Vector3i *b) { return a->x == b->x && a->y == b->y && a->z == b->z; } /*! * returns true if both vectors are equal */ static inline BOOL Vector3f_compare(const Vector3f *a, const Vector3f *b) { return a->x == b->x && a->y == b->y && a->z == b->z; } //************************************************************************* 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_VectorNormalise3iv(Vector3i *v); extern void pie_VectorNormalise3fv(Vector3f *v); extern void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2); extern void pie_SurfaceNormal3iv(const Vector3i *p1, const Vector3i *p2, const Vector3i *p3, Vector3i *v); extern void pie_SurfaceNormal3fv(const Vector3f *p1, const Vector3f *p2, const Vector3f *p3, Vector3f *v); extern void pie_SetGeometricOffset(int x, int y); void pie_Begin3DScene(void); void pie_BeginInterface(void); #endif