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Revision 1.1.1.1 - (show annotations) (vendor branch)
Sun Jul 1 20:47:59 2001 UTC (23 years, 4 months ago) by bearsoft
Branch: lazy, MAIN
CVS Tags: start, HEAD
Changes since 1.1: +0 -0 lines
First import

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

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