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 26inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) 27{ 28 x = y = z = f; 29} 30 31inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) 32{ 33 x = _x; y = _y; z = _z; 34} 35 36/*** assignment operators ***/ 37 38inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v) 39{ 40 x += v.x; y += v.y; z += v.z; 41 return *this; 42} 43 44inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v) 45{ 46 x -= v.x; y -= v.y; z -= v.z; 47 return *this; 48} 49 50inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v) 51{ 52 x *= v.x; y *= v.y; z *= v.z; 53 return *this; 54} 55 56inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v) 57{ 58 x /= v.x; y /= v.y; z /= v.z; 59 return *this; 60} 61 62inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s) 63{ 64 x *= s; y *= s; z *= s; 65 return *this; 66} 67 68inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s) 69{ 70 x /= s; y /= s; z /= s; 71 return *this; 72} 73 74/*** unary operators ***/ 75 76inline _D3DVECTOR operator + (const _D3DVECTOR& v) 77{ 78 return v; 79} 80 81inline _D3DVECTOR operator - (const _D3DVECTOR& v) 82{ 83 return _D3DVECTOR(-v.x, -v.y, -v.z); 84} 85 86/*** binary operators ***/ 87 88inline _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 93inline _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 98inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s) 99{ 100 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); 101} 102 103inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) 104{ 105 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); 106} 107 108inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) 109{ 110 return _D3DVECTOR(v.x/s, v.y/s, v.z/s); 111} 112 113inline 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 118inline D3DVALUE Magnitude(const _D3DVECTOR& v) 119{ 120 return sqrt(SquareMagnitude(v)); 121} 122 123inline _D3DVECTOR Normalize(const _D3DVECTOR& v) 124{ 125 return v / Magnitude(v); 126} 127 128inline 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 133inline _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