| 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 |