/* * Copyright (C) 2000 Ove Kaaven * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __WINE_D3DVEC_INL #define __WINE_D3DVEC_INL /*** constructors ***/ inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) { x = y = z = f; } inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) { x = _x; y = _y; z = _z; } /*** assignment operators ***/ 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; } /*** unary operators ***/ inline _D3DVECTOR operator + (const _D3DVECTOR& v) { return v; } inline _D3DVECTOR operator - (const _D3DVECTOR& v) { return _D3DVECTOR(-v.x, -v.y, -v.z); } /*** binary operators ***/ 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& v, D3DVALUE s) { return _D3DVECTOR(v.x*s, v.y*s, v.z*s); } inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) { return _D3DVECTOR(v.x*s, v.y*s, v.z*s); } inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) { return _D3DVECTOR(v.x/s, v.y/s, v.z/s); } inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v) { return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */ } inline D3DVALUE Magnitude(const _D3DVECTOR& v) { return sqrt(SquareMagnitude(v)); } inline _D3DVECTOR Normalize(const _D3DVECTOR& v) { return v / Magnitude(v); } 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 res; /* this is a left-handed cross product, right? */ res.x = v1.y * v2.z - v1.z * v2.y; res.y = v1.z * v2.x - v1.x * v2.z; res.z = v1.x * v2.y - v1.y * v2.x; return res; } #endif