/* This file is part of Warzone 2100. Copyright (C) 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 */ #ifndef __INCLUDED_LIB_IVIS_PIEVECTOR_H__ #define __INCLUDED_LIB_IVIS_PIEVECTOR_H__ #include "lib/framework/wzglobal.h" #if defined(WZ_CC_MSVC) // Prevent nasty "nonstandard extension used : non-constant aggregate initializer" warning when using MSVC #pragma warning(disable:4204) #endif typedef struct { int x, y; } Vector2i; typedef struct { float x, y; } Vector2f; typedef struct { int x, y, z; } Vector3i; typedef struct { float x, y, z; } Vector3f; /*! * Convert a integer vector to float * \param v Vector to convert * \return Float vector */ static inline WZ_DECL_CONST Vector2f Vector2i_To2f(const Vector2i v) { Vector2f dest = { (float)v.x, (float)v.y }; return dest; } /*! * Add op2 to op1. * \param[in] op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector2i Vector2i_Add(const Vector2i op1, const Vector2i op2) { Vector2i dest = { op1.x + op2.x, op1.y + op2.y }; return dest; } /*! * Substract op2 from op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector2i Vector2i_Sub(const Vector2i op1, const Vector2i op2) { Vector2i dest = { op1.x - op2.x, op1.y - op2.y }; return dest; } /*! * Multiply a vector with a scalar. * \param v Vector * \param s Scalar * \return Product */ static inline WZ_DECL_CONST Vector2i Vector2i_Mult(const Vector2i v, const float s) { Vector2i dest = { v.x * s, v.y * s }; return dest; } /*! * Calculate the scalar product of op1 and op2. * \param op1,op2 Operands * \return Scalarproduct of the 2 vectors */ static inline WZ_DECL_CONST int Vector2i_ScalarP(const Vector2i op1, const Vector2i op2) { return op1.x * op2.x + op1.y * op2.y; } /*! * Calculate the length of a vector. * \param v Vector * \return Length */ static inline WZ_DECL_CONST int Vector2i_Length(const Vector2i v) { return sqrtf( (float)Vector2i_ScalarP(v, v) ); } /*! * Checks to see if vector v is inside the circle whose centre is at point c * with a radius of r. * This function makes use of the following equation: * (x - a)^2 + (y - b)^2 = r^2 which is used for drawing a circle of radius r * with a centre (a, b). However we can also use it to see if a point is in a * circle, which is the case so long as RHS > LHS. * \param v Vector to test * \param c Vector containing the centre of the circle * \param r The radius of the circle * \return If v falls within the circle */ static inline WZ_DECL_CONST BOOL Vector2i_InCircle(const Vector2i v, const Vector2i c, const unsigned int r) { Vector2i delta = Vector2i_Sub(v, c); return (delta.x * delta.x) + (delta.y * delta.y) < (r * r); } /*! * Add op2 to op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector2f Vector2f_Add(const Vector2f op1, const Vector2f op2) { Vector2f dest = { op1.x + op2.x, op1.y + op2.y }; return dest; } /*! * Substract op2 from op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector2f Vector2f_Sub(const Vector2f op1, const Vector2f op2) { Vector2f dest = { op1.x - op2.x, op1.y - op2.y }; return dest; } /*! * Multiply a vector with a scalar. * \param v Vector * \param s Scalar * \return Product */ static inline WZ_DECL_CONST Vector2f Vector2f_Mult(const Vector2f v, const float s) { Vector2f dest = { v.x * s, v.y * s }; return dest; } /*! * Calculate the scalar product of op1 and op2. * \param op1,op2 Operands * \return Scalarproduct of the 2 vectors */ static inline WZ_DECL_CONST float Vector2f_ScalarP(const Vector2f op1, const Vector2f op2) { return op1.x * op2.x + op1.y * op2.y; } /*! * Calculate the length of a vector. * \param v Vector * \return Length */ static inline WZ_DECL_CONST float Vector2f_Length(const Vector2f v) { return sqrtf( Vector2f_ScalarP(v, v) ); } /*! * Normalise a Vector * \param v Vector * \return Normalised vector, nullvector when input was nullvector or very small */ static inline WZ_DECL_CONST Vector2f Vector2f_Normalise(const Vector2f v) { float length = Vector2f_Length(v); if (length == 0.0f) { Vector2f dest = { 0.0f, 0.0f }; return dest; } else { Vector2f dest = { v.x / length, v.y / length }; return dest; } } /*! * Set the vector field by field, same as v = (Vector3f){x, y, z}; * Needed for MSVC which doesn't support C99 struct assignments. * \param[out] v Vector to set * \param[in] x,y,z Values to set to */ static inline void Vector3f_Set(Vector3f* v, const float x, const float y, const float z) { v->x = x; v->y = y; v->z = z; } /*! * Add op2 to op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector3f Vector3f_Add(const Vector3f op1, const Vector3f op2) { Vector3f dest = { op1.x + op2.x, op1.y + op2.y, op1.z + op2.z }; return dest; } /*! * Substract op2 from op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector3f Vector3f_Sub(const Vector3f op1, const Vector3f op2) { Vector3f dest = { op1.x - op2.x, op1.y - op2.y, op1.z - op2.z }; return dest; } /*! * Calculate the scalar product of op1 and op2. * \param op1,op2 Operands * \return Scalarproduct of the 2 vectors */ static inline WZ_DECL_CONST float Vector3f_ScalarP(const Vector3f op1, const Vector3f op2) { return op1.x * op2.x + op1.y * op2.y + op1.z * op2.z; } /*! * Calculate the crossproduct of op1 and op2. * \param op1,op2 Operands * \return Crossproduct */ static inline WZ_DECL_CONST Vector3f Vector3f_CrossP(const Vector3f op1, const Vector3f op2) { Vector3f dest = { op1.y * op2.z - op1.z * op2.y, op1.z * op2.x - op1.x * op2.z, op1.x * op2.y - op1.y * op2.x }; return dest; } /*! * Substract op2 from op1. * \param op1,op2 Operands * \return Result */ static inline WZ_DECL_CONST Vector3i Vector3i_Sub(const Vector3i op1, const Vector3i op2) { Vector3i dest = { op1.x - op2.x, op1.y - op2.y, op1.z - op2.z }; return dest; } /*! * Much the same as Vector2i_InCircle except that it works in 3-axis and with * spheres. * The equation used is also ever so slightly different: * (x - a)^2 + (y - b)^2 + (z - c)^2 = r^2. Notice how it is still squared and * _not_ cubed! * \param v Vector to test * \param c Vector containing the centre of the sphere * \param r The radius of the sphere * \return If v falls within the sphere */ static inline WZ_DECL_CONST BOOL Vector3i_InSphere (const Vector3i v, const Vector3i c, const unsigned int r) { Vector3i delta = Vector3i_Sub(v, c); return (delta.x * delta.x) + (delta.y * delta.y) + (delta.z * delta.z) < (r * r); } #endif // __INCLUDED_LIB_IVIS_PIEVECTOR_H__