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 | /*
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20 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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21 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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22 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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23 | * a choice of LGPL license versions is made available with the language indicating
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24 | * that LGPLv2 or any later version may be used, or where a choice of which version
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25 | * of the LGPL is applied is otherwise unspecified.
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26 | */
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27 |
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28 | #ifndef __WINE_D3DVEC_INL
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29 | #define __WINE_D3DVEC_INL
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30 |
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31 | /*** constructors ***/
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32 |
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33 | inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
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34 | {
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35 | x = y = z = f;
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36 | }
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37 |
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38 | inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
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39 | {
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40 | x = _x; y = _y; z = _z;
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41 | }
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42 |
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43 | /*** assignment operators ***/
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44 |
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45 | inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
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46 | {
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47 | x += v.x; y += v.y; z += v.z;
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48 | return *this;
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49 | }
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50 |
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51 | inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
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52 | {
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53 | x -= v.x; y -= v.y; z -= v.z;
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54 | return *this;
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55 | }
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56 |
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57 | inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
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58 | {
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59 | x *= v.x; y *= v.y; z *= v.z;
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60 | return *this;
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61 | }
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62 |
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63 | inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
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64 | {
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65 | x /= v.x; y /= v.y; z /= v.z;
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66 | return *this;
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67 | }
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68 |
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69 | inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
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70 | {
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71 | x *= s; y *= s; z *= s;
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72 | return *this;
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73 | }
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74 |
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75 | inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
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76 | {
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77 | x /= s; y /= s; z /= s;
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78 | return *this;
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79 | }
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80 |
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81 | /*** unary operators ***/
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82 |
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83 | inline _D3DVECTOR operator + (const _D3DVECTOR& v)
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84 | {
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85 | return v;
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86 | }
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87 |
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88 | inline _D3DVECTOR operator - (const _D3DVECTOR& v)
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89 | {
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90 | return _D3DVECTOR(-v.x, -v.y, -v.z);
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91 | }
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92 |
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93 | /*** binary operators ***/
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94 |
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95 | inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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96 | {
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97 | return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
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98 | }
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99 |
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100 | inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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101 | {
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102 | return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
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103 | }
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104 |
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105 | inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
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106 | {
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107 | return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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108 | }
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109 |
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110 | inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
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111 | {
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112 | return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
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113 | }
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114 |
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115 | inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
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116 | {
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117 | return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
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118 | }
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119 |
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120 | inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
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121 | {
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122 | return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
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123 | }
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124 |
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125 | inline D3DVALUE Magnitude(const _D3DVECTOR& v)
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126 | {
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127 | return sqrt(SquareMagnitude(v));
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128 | }
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129 |
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130 | inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
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131 | {
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132 | return v / Magnitude(v);
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133 | }
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134 |
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135 | inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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136 | {
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137 | return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
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138 | }
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139 |
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140 | inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
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141 | {
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142 | _D3DVECTOR res;
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143 | /* this is a left-handed cross product, right? */
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144 | res.x = v1.y * v2.z - v1.z * v2.y;
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145 | res.y = v1.z * v2.x - v1.x * v2.z;
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146 | res.z = v1.x * v2.y - v1.y * v2.x;
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147 | return res;
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148 | }
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149 |
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150 | #endif
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