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- /*
- * Copyright (C) 2000 Ove Kaaven
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library 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
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
- #ifndef __WINE_D3DVEC_INL
- #define __WINE_D3DVEC_INL
- #include <math.h>
- /*** constructors ***/
- inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
- {
- x = y = z = f;
- }
- inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
- {
- x = _x; y = _y; z = _z;
- }
- /*** assignment operators ***/
- inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
- {
- x += v.x; y += v.y; z += v.z;
- return *this;
- }
- inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
- {
- x -= v.x; y -= v.y; z -= v.z;
- return *this;
- }
- inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
- {
- x *= v.x; y *= v.y; z *= v.z;
- return *this;
- }
- inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
- {
- x /= v.x; y /= v.y; z /= v.z;
- return *this;
- }
- inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
- {
- x *= s; y *= s; z *= s;
- return *this;
- }
- inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
- {
- x /= s; y /= s; z /= s;
- return *this;
- }
- /*** unary operators ***/
- inline _D3DVECTOR operator + (const _D3DVECTOR& v)
- {
- return v;
- }
- inline _D3DVECTOR operator - (const _D3DVECTOR& v)
- {
- return _D3DVECTOR(-v.x, -v.y, -v.z);
- }
- /*** binary operators ***/
- inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
- {
- return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
- }
- inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
- {
- return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
- }
- inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
- {
- return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
- }
- inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
- {
- return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
- }
- inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
- {
- return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
- }
- inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
- {
- return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
- }
- inline D3DVALUE Magnitude(const _D3DVECTOR& v)
- {
- return sqrt(SquareMagnitude(v));
- }
- inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
- {
- return v / Magnitude(v);
- }
- inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
- {
- return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
- }
- inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
- {
- _D3DVECTOR res;
- /* this is a left-handed cross product, right? */
- res.x = v1.y * v2.z - v1.z * v2.y;
- res.y = v1.z * v2.x - v1.x * v2.z;
- res.z = v1.x * v2.y - v1.y * v2.x;
- return res;
- }
- #endif
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