[1166] | 1 | /*
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| 2 | * Copyright (C) 2000 Ove Kaaven
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| 3 | *
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| 4 | * This library is free software; you can redistribute it and/or
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| 5 | * modify it under the terms of the GNU Lesser General Public
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| 6 | * License as published by the Free Software Foundation; either
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| 7 | * version 2.1 of the License, or (at your option) any later version.
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| 8 | *
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| 9 | * This library is distributed in the hope that it will be useful,
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| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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| 12 | * Lesser General Public License for more details.
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| 13 | *
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| 14 | * You should have received a copy of the GNU Lesser General Public
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| 15 | * License along with this library; if not, write to the Free Software
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| 16 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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| 17 | */
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| 18 |
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| 19 | #ifndef __WINE_D3DVEC_INL
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| 20 | #define __WINE_D3DVEC_INL
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| 21 |
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| 22 | #include <math.h>
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| 23 |
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| 24 | /*** constructors ***/
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| 25 |
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| 26 | inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
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| 27 | {
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| 28 | x = y = z = f;
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| 29 | }
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| 30 |
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| 31 | inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
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| 32 | {
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| 33 | x = _x; y = _y; z = _z;
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| 34 | }
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| 35 |
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| 36 | /*** assignment operators ***/
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| 37 |
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| 38 | inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
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| 39 | {
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| 40 | x += v.x; y += v.y; z += v.z;
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| 41 | return *this;
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| 42 | }
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| 43 |
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| 44 | inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
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| 45 | {
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| 46 | x -= v.x; y -= v.y; z -= v.z;
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| 47 | return *this;
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| 48 | }
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| 49 |
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| 50 | inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
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| 51 | {
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| 52 | x *= v.x; y *= v.y; z *= v.z;
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| 53 | return *this;
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| 54 | }
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| 55 |
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| 56 | inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
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| 57 | {
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| 58 | x /= v.x; y /= v.y; z /= v.z;
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| 59 | return *this;
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| 60 | }
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| 61 |
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| 62 | inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
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| 63 | {
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| 64 | x *= s; y *= s; z *= s;
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| 65 | return *this;
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| 66 | }
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| 67 |
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| 68 | inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
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| 69 | {
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| 70 | x /= s; y /= s; z /= s;
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| 71 | return *this;
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| 72 | }
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| 73 |
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| 74 | /*** unary operators ***/
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| 75 |
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| 76 | inline _D3DVECTOR operator + (const _D3DVECTOR& v)
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| 77 | {
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| 78 | return v;
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| 79 | }
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| 80 |
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| 81 | inline _D3DVECTOR operator - (const _D3DVECTOR& v)
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| 82 | {
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| 83 | return _D3DVECTOR(-v.x, -v.y, -v.z);
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| 84 | }
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| 85 |
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| 86 | /*** binary operators ***/
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| 87 |
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| 88 | inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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| 89 | {
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| 90 | return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
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| 91 | }
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| 92 |
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| 93 | inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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| 94 | {
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| 95 | return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
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| 96 | }
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| 97 |
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| 98 | inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
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| 99 | {
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| 100 | return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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| 101 | }
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| 102 |
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| 103 | inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
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| 104 | {
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| 105 | return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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| 106 | }
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| 107 |
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| 108 | inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
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| 109 | {
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| 110 | return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
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| 111 | }
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| 112 |
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| 113 | inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
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| 114 | {
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| 115 | return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
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| 116 | }
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| 117 |
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| 118 | inline D3DVALUE Magnitude(const _D3DVECTOR& v)
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| 119 | {
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| 120 | return sqrt(SquareMagnitude(v));
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| 121 | }
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| 122 |
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| 123 | inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
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| 124 | {
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| 125 | return v / Magnitude(v);
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| 126 | }
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| 127 |
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| 128 | inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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| 129 | {
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| 130 | return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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| 131 | }
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| 132 |
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| 133 | inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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| 134 | {
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| 135 | _D3DVECTOR res;
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| 136 | /* this is a left-handed cross product, right? */
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| 137 | res.x = v1.y * v2.z - v1.z * v2.y;
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| 138 | res.y = v1.z * v2.x - v1.x * v2.z;
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| 139 | res.z = v1.x * v2.y - v1.y * v2.x;
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| 140 | return res;
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| 141 | }
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| 142 |
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| 143 | #endif
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