updated listbox control from wine 0.9.2
[reactos.git] / reactos / w32api / include / d3dvec.inl
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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
17 */
18
19 #ifndef __WINE_D3DVEC_INL
20 #define __WINE_D3DVEC_INL
21
22 /*** constructors ***/
23
24 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
25 {
26 x = y = z = f;
27 }
28
29 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
30 {
31 x = _x; y = _y; z = _z;
32 }
33
34 /*** assignment operators ***/
35
36 inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
37 {
38 x += v.x; y += v.y; z += v.z;
39 return *this;
40 }
41
42 inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
43 {
44 x -= v.x; y -= v.y; z -= v.z;
45 return *this;
46 }
47
48 inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
49 {
50 x *= v.x; y *= v.y; z *= v.z;
51 return *this;
52 }
53
54 inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
55 {
56 x /= v.x; y /= v.y; z /= v.z;
57 return *this;
58 }
59
60 inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
61 {
62 x *= s; y *= s; z *= s;
63 return *this;
64 }
65
66 inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
67 {
68 x /= s; y /= s; z /= s;
69 return *this;
70 }
71
72 /*** unary operators ***/
73
74 inline _D3DVECTOR operator + (const _D3DVECTOR& v)
75 {
76 return v;
77 }
78
79 inline _D3DVECTOR operator - (const _D3DVECTOR& v)
80 {
81 return _D3DVECTOR(-v.x, -v.y, -v.z);
82 }
83
84 /*** binary operators ***/
85
86 inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
87 {
88 return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
89 }
90
91 inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
92 {
93 return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
94 }
95
96 inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
97 {
98 return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
99 }
100
101 inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
102 {
103 return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
104 }
105
106 inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
107 {
108 return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
109 }
110
111 inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
112 {
113 return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
114 }
115
116 inline D3DVALUE Magnitude(const _D3DVECTOR& v)
117 {
118 return sqrt(SquareMagnitude(v));
119 }
120
121 inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
122 {
123 return v / Magnitude(v);
124 }
125
126 inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
127 {
128 return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
129 }
130
131 inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
132 {
133 _D3DVECTOR res;
134 /* this is a left-handed cross product, right? */
135 res.x = v1.y * v2.z - v1.z * v2.y;
136 res.y = v1.z * v2.x - v1.x * v2.z;
137 res.z = v1.x * v2.y - v1.y * v2.x;
138 return res;
139 }
140
141 #endif