1 /* 2 * Copyright (C) 2000 Ove Kaaven 3 * 4 * This library is free software; you can redistribute it and/or 5 * modify it under the terms of the GNU Lesser General Public 6 * License as published by the Free Software Foundation; either 7 * version 2.1 of the License, or (at your option) any later version. 8 * 9 * This library is distributed in the hope that it will be useful, 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of 11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 12 * Lesser General Public License for more details. 13 * 14 * You should have received a copy of the GNU Lesser General Public 15 * License along with this library; if not, write to the Free Software 16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA 17 */ 18 19 #ifndef __WINE_D3DVEC_INL 20 #define __WINE_D3DVEC_INL 21 22 #include <math.h> 23 24 /*** constructors ***/ 25 26 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) 27 { 28 x = y = z = f; 29 } 30 31 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) 32 { 33 x = _x; y = _y; z = _z; 34 } 35 36 /*** assignment operators ***/ 37 38 inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v) 39 { 40 x += v.x; y += v.y; z += v.z; 41 return *this; 42 } 43 44 inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v) 45 { 46 x -= v.x; y -= v.y; z -= v.z; 47 return *this; 48 } 49 50 inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v) 51 { 52 x *= v.x; y *= v.y; z *= v.z; 53 return *this; 54 } 55 56 inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v) 57 { 58 x /= v.x; y /= v.y; z /= v.z; 59 return *this; 60 } 61 62 inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s) 63 { 64 x *= s; y *= s; z *= s; 65 return *this; 66 } 67 68 inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s) 69 { 70 x /= s; y /= s; z /= s; 71 return *this; 72 } 73 74 /*** unary operators ***/ 75 76 inline _D3DVECTOR operator + (const _D3DVECTOR& v) 77 { 78 return v; 79 } 80 81 inline _D3DVECTOR operator - (const _D3DVECTOR& v) 82 { 83 return _D3DVECTOR(-v.x, -v.y, -v.z); 84 } 85 86 /*** binary operators ***/ 87 88 inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) 89 { 90 return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); 91 } 92 93 inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) 94 { 95 return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); 96 } 97 98 inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s) 99 { 100 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); 101 } 102 103 inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) 104 { 105 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); 106 } 107 108 inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) 109 { 110 return _D3DVECTOR(v.x/s, v.y/s, v.z/s); 111 } 112 113 inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v) 114 { 115 return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */ 116 } 117 118 inline D3DVALUE Magnitude(const _D3DVECTOR& v) 119 { 120 return sqrt(SquareMagnitude(v)); 121 } 122 123 inline _D3DVECTOR Normalize(const _D3DVECTOR& v) 124 { 125 return v / Magnitude(v); 126 } 127 128 inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2) 129 { 130 return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; 131 } 132 133 inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2) 134 { 135 _D3DVECTOR res; 136 /* this is a left-handed cross product, right? */ 137 res.x = v1.y * v2.z - v1.z * v2.y; 138 res.y = v1.z * v2.x - v1.x * v2.z; 139 res.z = v1.x * v2.y - v1.y * v2.x; 140 return res; 141 } 142 143 #endif 144