89 lines
2.8 KiB
C
89 lines
2.8 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 1999-2004 Eidos Interactive
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Copyright (C) 2005-2010 Warzone 2100 Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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/***************************************************************************/
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/*
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* pieMatrix.h
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*
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* matrix functions for pumpkin image library.
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*
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*/
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/***************************************************************************/
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#ifndef _pieMatrix_h
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#define _pieMatrix_h
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#include "lib/ivis_opengl/piedef.h"
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//*************************************************************************
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/*!
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* Rotate and translate v with the worldmatrix. Store the result in s
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* Float variant
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* \param[in] v Vector to translate
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* \param[out] s Resulting vector
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*/
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void pie_RotateTranslate3i(const Vector3i *v, Vector3i *s);
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/*!
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* Calculate surface normal
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* Eg. if a polygon (with n points in clockwise order) normal is required,
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* \c p1 = point 0, \c p2 = point 1, \c p3 = point n-1
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* \param p1,p2,p3 Points for forming 2 vector for cross product
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* \return Normal vector
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*/
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static inline WZ_DECL_CONST WZ_DECL_WARN_UNUSED_RESULT
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Vector3f pie_SurfaceNormal3fv(const Vector3f p1, const Vector3f p2, const Vector3f p3)
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{
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return normalise(crossProduct(p3 - p1, p2 - p1));
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}
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//*************************************************************************
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extern void pie_MatInit(void);
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//*************************************************************************
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extern void pie_MatBegin(void);
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extern void pie_MatEnd(void);
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extern void pie_MATTRANS(float x, float y, float z);
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extern void pie_TRANSLATE(int32_t x, int32_t y, int32_t z);
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extern void pie_MatScale(float scale);
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extern void pie_MatRotX(uint16_t x);
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extern void pie_MatRotY(uint16_t y);
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extern void pie_MatRotZ(uint16_t z);
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extern int32_t pie_RotateProject(const Vector3i *src, Vector2i *dest);
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//*************************************************************************
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extern void pie_PerspectiveBegin(void);
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extern void pie_PerspectiveEnd(void);
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//*************************************************************************
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extern void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2);
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extern void pie_SetGeometricOffset(int x, int y);
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extern void pie_Begin3DScene(void);
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extern void pie_BeginInterface(void);
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#endif
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