/* 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" // FIXME DUPLICATE CODE! Already present in trig.c! #define SC_TABLESIZE 4096 #define SIN(X) aSinTable[(Uint16)(X) >> 4] #define COS(X) aSinTable[((Uint16)(X) >> 4) + (SC_TABLESIZE/4)] extern SDWORD aSinTable[]; //************************************************************************* /*! * 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( unsigned int 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