reactos/sdk/include/dxsdk/d3dvec.inl

228 lines
4.2 KiB
C++

#include <math.h>
inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
{
x = y = z = f;
}
inline
_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
{
x = _x;
y = _y;
z = _z;
}
inline _D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3])
{
x = f[0];
y = f[1];
z = f[2];
}
inline const D3DVALUE& _D3DVECTOR::operator[](int i) const
{
return (&x)[i];
}
inline D3DVALUE& _D3DVECTOR::operator[](int i)
{
return (&x)[i];
}
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;
}
inline _D3DVECTOR operator + (const _D3DVECTOR& v)
{
return v;
}
inline _D3DVECTOR operator - (const _D3DVECTOR& v)
{
return _D3DVECTOR(-v.x, -v.y, -v.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& 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& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
}
inline int operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2];
}
inline int operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2];
}
inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
}
inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
{
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
}
inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
}
inline int operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z;
}
inline D3DVALUE Magnitude (const _D3DVECTOR& v)
{
return (D3DVALUE) sqrt(SquareMagnitude(v));
}
inline D3DVALUE SquareMagnitude (const _D3DVECTOR& v)
{
return v.x*v.x + v.y*v.y + v.z*v.z;
}
inline _D3DVECTOR Normalize (const _D3DVECTOR& v)
{
return v / Magnitude(v);
}
inline D3DVALUE Min (const _D3DVECTOR& v)
{
D3DVALUE ret = v.x;
if (v.y < ret)
ret = v.y;
if (v.z < ret)
ret = v.z;
return ret;
}
inline D3DVALUE Max (const _D3DVECTOR& v)
{
D3DVALUE ret = v.x;
if (ret < v.y)
ret = v.y;
if (ret < v.z)
ret = v.z;
return ret;
}
inline _D3DVECTOR Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0],
v1[1] < v2[1] ? v1[1] : v2[1],
v1[2] < v2[2] ? v1[2] : v2[2]);
}
inline _D3DVECTOR Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0],
v1[1] > v2[1] ? v1[1] : v2[1],
v1[2] > v2[2] ? v1[2] : v2[2]);
}
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 result;
result[0] = v1[1] * v2[2] - v1[2] * v2[1];
result[1] = v1[2] * v2[0] - v1[0] * v2[2];
result[2] = v1[0] * v2[1] - v1[1] * v2[0];
return result;
}
inline _D3DMATRIX operator* (const _D3DMATRIX& a, const _D3DMATRIX& b)
{
_D3DMATRIX ret;
for (int i=0; i<4; i++)
{
for (int j=0; j<4; j++)
{
ret(i, j) = 0.0f;
for (int k=0; k<4; k++)
{
ret(i, j) += a(i, k) * b(k, j);
}
}
}
return ret;
}