1 |
|
2 |
/******************************************************************
|
3 |
* *
|
4 |
* D3DVec.inl *
|
5 |
* *
|
6 |
* Float-valued 3D vector class for Direct3D. *
|
7 |
* *
|
8 |
* Copyright (c) 1996-1998 Microsoft Corp. All rights reserved. *
|
9 |
* *
|
10 |
******************************************************************/
|
11 |
|
12 |
#include <math.h>
|
13 |
|
14 |
// =====================================
|
15 |
// Constructors
|
16 |
// =====================================
|
17 |
|
18 |
inline
|
19 |
_D3DVECTOR::_D3DVECTOR(D3DVALUE f)
|
20 |
{
|
21 |
x = y = z = f;
|
22 |
}
|
23 |
|
24 |
inline
|
25 |
_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
|
26 |
{
|
27 |
x = _x; y = _y; z = _z;
|
28 |
}
|
29 |
|
30 |
inline
|
31 |
_D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3])
|
32 |
{
|
33 |
x = f[0]; y = f[1]; z = f[2];
|
34 |
}
|
35 |
|
36 |
// =====================================
|
37 |
// Access grants
|
38 |
// =====================================
|
39 |
|
40 |
inline const D3DVALUE&
|
41 |
_D3DVECTOR::operator[](int i) const
|
42 |
{
|
43 |
return (&x)[i];
|
44 |
}
|
45 |
|
46 |
inline D3DVALUE&
|
47 |
_D3DVECTOR::operator[](int i)
|
48 |
{
|
49 |
return (&x)[i];
|
50 |
}
|
51 |
|
52 |
|
53 |
// =====================================
|
54 |
// Assignment operators
|
55 |
// =====================================
|
56 |
|
57 |
inline _D3DVECTOR&
|
58 |
_D3DVECTOR::operator += (const _D3DVECTOR& v)
|
59 |
{
|
60 |
x += v.x; y += v.y; z += v.z;
|
61 |
return *this;
|
62 |
}
|
63 |
|
64 |
inline _D3DVECTOR&
|
65 |
_D3DVECTOR::operator -= (const _D3DVECTOR& v)
|
66 |
{
|
67 |
x -= v.x; y -= v.y; z -= v.z;
|
68 |
return *this;
|
69 |
}
|
70 |
|
71 |
inline _D3DVECTOR&
|
72 |
_D3DVECTOR::operator *= (const _D3DVECTOR& v)
|
73 |
{
|
74 |
x *= v.x; y *= v.y; z *= v.z;
|
75 |
return *this;
|
76 |
}
|
77 |
|
78 |
inline _D3DVECTOR&
|
79 |
_D3DVECTOR::operator /= (const _D3DVECTOR& v)
|
80 |
{
|
81 |
x /= v.x; y /= v.y; z /= v.z;
|
82 |
return *this;
|
83 |
}
|
84 |
|
85 |
inline _D3DVECTOR&
|
86 |
_D3DVECTOR::operator *= (D3DVALUE s)
|
87 |
{
|
88 |
x *= s; y *= s; z *= s;
|
89 |
return *this;
|
90 |
}
|
91 |
|
92 |
inline _D3DVECTOR&
|
93 |
_D3DVECTOR::operator /= (D3DVALUE s)
|
94 |
{
|
95 |
x /= s; y /= s; z /= s;
|
96 |
return *this;
|
97 |
}
|
98 |
|
99 |
inline _D3DVECTOR
|
100 |
operator + (const _D3DVECTOR& v)
|
101 |
{
|
102 |
return v;
|
103 |
}
|
104 |
|
105 |
inline _D3DVECTOR
|
106 |
operator - (const _D3DVECTOR& v)
|
107 |
{
|
108 |
return _D3DVECTOR(-v.x, -v.y, -v.z);
|
109 |
}
|
110 |
|
111 |
inline _D3DVECTOR
|
112 |
operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
113 |
{
|
114 |
return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
|
115 |
}
|
116 |
|
117 |
inline _D3DVECTOR
|
118 |
operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
119 |
{
|
120 |
return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
|
121 |
}
|
122 |
|
123 |
inline _D3DVECTOR
|
124 |
operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
125 |
{
|
126 |
return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
|
127 |
}
|
128 |
|
129 |
inline _D3DVECTOR
|
130 |
operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
131 |
{
|
132 |
return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
|
133 |
}
|
134 |
|
135 |
inline int
|
136 |
operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
137 |
{
|
138 |
return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2];
|
139 |
}
|
140 |
|
141 |
inline int
|
142 |
operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
143 |
{
|
144 |
return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2];
|
145 |
}
|
146 |
|
147 |
inline _D3DVECTOR
|
148 |
operator * (const _D3DVECTOR& v, D3DVALUE s)
|
149 |
{
|
150 |
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
|
151 |
}
|
152 |
|
153 |
inline _D3DVECTOR
|
154 |
operator * (D3DVALUE s, const _D3DVECTOR& v)
|
155 |
{
|
156 |
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
|
157 |
}
|
158 |
|
159 |
inline _D3DVECTOR
|
160 |
operator / (const _D3DVECTOR& v, D3DVALUE s)
|
161 |
{
|
162 |
return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
|
163 |
}
|
164 |
|
165 |
inline int
|
166 |
operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
167 |
{
|
168 |
return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z;
|
169 |
}
|
170 |
|
171 |
inline D3DVALUE
|
172 |
Magnitude (const _D3DVECTOR& v)
|
173 |
{
|
174 |
return (D3DVALUE) sqrt(SquareMagnitude(v));
|
175 |
}
|
176 |
|
177 |
inline D3DVALUE
|
178 |
SquareMagnitude (const _D3DVECTOR& v)
|
179 |
{
|
180 |
return v.x*v.x + v.y*v.y + v.z*v.z;
|
181 |
}
|
182 |
|
183 |
inline _D3DVECTOR
|
184 |
Normalize (const _D3DVECTOR& v)
|
185 |
{
|
186 |
return v / Magnitude(v);
|
187 |
}
|
188 |
|
189 |
inline D3DVALUE
|
190 |
Min (const _D3DVECTOR& v)
|
191 |
{
|
192 |
D3DVALUE ret = v.x;
|
193 |
if (v.y < ret) ret = v.y;
|
194 |
if (v.z < ret) ret = v.z;
|
195 |
return ret;
|
196 |
}
|
197 |
|
198 |
inline D3DVALUE
|
199 |
Max (const _D3DVECTOR& v)
|
200 |
{
|
201 |
D3DVALUE ret = v.x;
|
202 |
if (ret < v.y) ret = v.y;
|
203 |
if (ret < v.z) ret = v.z;
|
204 |
return ret;
|
205 |
}
|
206 |
|
207 |
inline _D3DVECTOR
|
208 |
Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
209 |
{
|
210 |
return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0],
|
211 |
v1[1] < v2[1] ? v1[1] : v2[1],
|
212 |
v1[2] < v2[2] ? v1[2] : v2[2]);
|
213 |
}
|
214 |
|
215 |
inline _D3DVECTOR
|
216 |
Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
217 |
{
|
218 |
return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0],
|
219 |
v1[1] > v2[1] ? v1[1] : v2[1],
|
220 |
v1[2] > v2[2] ? v1[2] : v2[2]);
|
221 |
}
|
222 |
|
223 |
inline D3DVALUE
|
224 |
DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
225 |
{
|
226 |
return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z;
|
227 |
}
|
228 |
|
229 |
inline _D3DVECTOR
|
230 |
CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
231 |
{
|
232 |
_D3DVECTOR result;
|
233 |
|
234 |
result[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
235 |
result[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
236 |
result[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
237 |
|
238 |
return result;
|
239 |
}
|
240 |
|
241 |
inline _D3DMATRIX
|
242 |
operator* (const _D3DMATRIX& a, const _D3DMATRIX& b)
|
243 |
{
|
244 |
_D3DMATRIX ret;
|
245 |
for (int i=0; i<4; i++) {
|
246 |
for (int j=0; j<4; j++) {
|
247 |
ret(i, j) = 0.0f;
|
248 |
for (int k=0; k<4; k++) {
|
249 |
ret(i, j) += a(i, k) * b(k, j);
|
250 |
}
|
251 |
}
|
252 |
}
|
253 |
return ret;
|
254 |
}
|
255 |
|