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      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