/********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com) Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley, Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001-2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight, Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound DSP emulator code is derived from SNEeSe and OpenSPC: (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2007 zones Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. **********************************************************************************/ /**************************************************************** * * * AuxMath.h - Galer� de funciones auxiliares geom�ricas * * Declaraciones de AuxMath.cpp. * * * * By Cuervo (1999) * * diego_tartara@ciudad.com.ar * ****************************************************************/ #ifndef __AUXMATH_H_CUERVO__ #define __AUXMATH_H_CUERVO__ #include #define PI 3.14159265358979323846264338327950288419716939937510f #define PI2 (PI*2.0f) #define SQRT_2 1.4142135623730950488016887242096980785696718753769f #define EPS 1.19e-07f //epsilon #define MAX_FLOAT 1.0e+38f //max 32 bit float ////////////////////////////////////////////////////////// // Clase vect: vector simple de tres componentes // ////////////////////////////////////////////////////////// class vect { public: union { float n[3]; struct { float x, y, z; }; }; public: // Constructores vect() {}; vect(const float x1, const float y1, const float z1); vect(const vect& v); // copy constructor // Operadores de asignaci� vect& operator = ( const vect v ); // asignacion de un vect vect& operator += ( const vect v ); // suma/asignacion vect& operator -= ( const vect v ); // resta/asignacion vect& operator *= ( const vect v); // multiplicaci�/asignaci� vect& operator /= ( const vect v); // division/asignaci� x float vect& operator *= ( const float num); // multiplicaci�/asignaci� x float vect& operator /= ( const float num); // division/asignaci� float& operator [] ( int i) { return n[i]; }; // indexaci� const float& operator[](int i) const; //float* cast operator float*() {return (float*)this;}; //Operadores "friend", no pertenecen a la clase //operadores binarios friend vect operator+ (const vect& vect1, const vect& vect2); friend vect operator- (const vect& vect1, const vect& vect2); friend vect operator* (const vect& vect1,const vect& vect2); friend vect operator* (const vect& vect1, const float num); friend vect operator* (const float num, const vect& vect1); friend vect operator/ (const vect& vect1, const vect& vect2); friend vect operator/ (const vect& vect1, const float num); //operador unario friend vect operator- (const vect& vect1); //operadores de comparaci� friend int operator> (const vect& vect1, const vect& vect2); friend int operator>= (const vect& vect1, const vect& vect2); friend int operator< (const vect& vect1, const vect& vect2); friend int operator<= (const vect& vect1, const vect& vect2); friend int operator!= (const vect& vect1, const vect& vect2); friend int operator== (const vect& vect1, const vect& vect2); //funciones float GetMod(void) { return (float)sqrt(x*x+y*y+z*z);}; float GetModSquared(void) { return x*x+y*y+z*z;}; void Set(float _x, float _y, float _z) { x=_x; y=_y; z=_z;}; void Normalize(void); void MakeOrthonormal(vect &base1, vect &base2); }; //----------------------------------------------------------------------/ ////////////////////////////////////////////////////////// // Clase quat: quaternion de rotaciones // ////////////////////////////////////////////////////////// class quat { public: #ifdef __MINGW32__ /* FIXME: GCC doesn't seem to like anon structs and such.. */ vect RotAx; float Angle; float x, y, z, w; float n[4]; #else union { struct { vect RotAx; float Angle; }; struct { float x, y, z, w; }; float n[4]; }; #endif public: // Constructores quat() {}; quat(const float x1, const float y1, const float z1, const float angle); quat(const quat& q); // copy constructor quat(const vect& v, const float angle); //de un vector (eje) y un �gulo //de tres �gulos respecto de c/eje (�gulos de Euler) //yaw: sobre eje Z (tambi� llamado heading) //pitch: sobre eje Y //roll: sobre eje X quat(const float yaw, const float pitch, const float roll); // Operadores de asignaci� quat& operator = ( const quat q ); // asignacion de un quat quat& operator += ( const quat q ); // composici�/asignacion quat& operator -= ( const quat q ); // resta/asignacion quat& operator *= ( const quat q ); // multiplicaci�/asignaci� quat& operator *= ( const float num); // multiplicaci�/asignaci� x float quat& operator /= ( const float num); // division/asignaci� //funciones void set(const float yaw, const float pitch, const float roll); void set(const float x1, const float y1, const float z1, const float angle); }; //----------------------------------------------------------------------/ ////////////////////////////////////////////////////////// // Clase mat4: matriz de 4x4 // ////////////////////////////////////////////////////////// class mat4 { public: union { float m[16]; float m1[4][4]; }; public: // Constructores mat4() {}; mat4( float m00, float m01, float m02, float m03, float m10, float m11, float m12, float m13, float m20, float m21, float m22, float m23, float m30, float m31, float m32, float m33); mat4( const mat4 &m); // Assignment operators mat4& operator = ( const mat4& m ); // asignaci� de otro mat4 mat4& operator += ( const mat4& m ); // incrementato por mat4 mat4& operator -= ( const mat4& m ); // decremento por mat4 mat4& operator *= ( const mat4& m ); // multiplicacion por matriz mat4& operator *= ( const float d ); // multiplicacion por constante mat4& operator /= ( const float d ); // division por constante //indexaci� float & operator () ( const int i, const int j) { return m1[i][j]; } float & operator [] ( int i) { return m[i]; }; //operadores friends friend mat4 operator - (const mat4& a); // -m1 friend mat4 operator + (const mat4& a, const mat4& b); // m1 + m2 friend mat4 operator - (const mat4& a, const mat4& b); // m1 - m2 friend mat4 operator * (const mat4& a, const mat4& b); // m1 * m2 friend mat4 operator * (const mat4& a, const float d); // m1 * d friend mat4 operator * (const float d, const mat4& a); // d * m1 friend mat4 operator / (const mat4& a, const float d); // m1 / d //operadores de comparaci� friend int operator == (const mat4& a, const mat4& b); // m1 == m2 ? friend int operator != (const mat4& a, const mat4& b); // m1 != m2 ? //funciones void Transpose(); void Invert(); void MakeGL(); void Set(int i, int j, float value) {m1[i][j] = value;}; void SetId (void); void FromQuat(const quat &q); void FromAllVectors(const vect &vpn, const vect &vup, const vect &vr); void SetTranslation(const vect &pos); vect GetTranslation(void); void AddTranslation(const vect &pos); void SetViewUp(const vect &vup); void SetViewRight(const vect &vr); void SetViewNormal(const vect &vpn); vect GetViewUp(void); vect GetViewRight(void); vect GetViewNormal(void); //float* cast operator float*() { return (float*)this; }; }; ////////////////////////////////////////// //Definiciones de funciones contenidas // ////////////////////////////////////////// float DegToRad (const float deg); void DegToRad (float *deg); float RadToDeg (const float rad); void RadToDeg (float *rad); int Sgn (float num); void ClampD (float angle); void ClampR (float angle); float VectDotProd (const vect& vect1, const vect& vect2); vect VectXProd (const vect& vect1, const vect& vect2); float Mod (const vect& vect1); float ModSquared (const vect& vect1); void Normalize (vect *vect1); vect Normalize (const vect& vect1); float OrigToRect (const vect& point1, const vect& point2); float OrigToRect2 (const vect& dir, const vect& point); float PointToRect (const vect& point, const vect& rect1, const vect& rect2); float OrigToPlane (const vect& point1, const vect& point2, const vect& point3); float PointToPlane (const vect& point, const vect& plane1, const vect& plane2, const vect& plane3); float Distance (const vect& point1, const vect& point2); float GetAngle (const vect& point1, const vect& point2, const vect& point3); float GetAngle (const vect& vect1, const vect& vect2); void MatrixfromQuat (const quat& q, float* m); void QuatfromMatrix (const float *m, quat& q); void QuatfromEuler (const float yaw, const float pitch, const float roll, quat& q); void QuatSlerp (const quat &from, const quat &to, float t, quat &res); #endif //__AUXMATH_H_CUERVO__