wine/include/d3dvec.inl

144 lines
3.2 KiB
C++

/*
* 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