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255 lines
5.1 KiB
255 lines
5.1 KiB
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/****************************************************************** |
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* * |
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* D3DVec.inl * |
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* * |
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* Float-valued 3D vector class for Direct3D. * |
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* * |
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* Copyright (c) Microsoft Corp. All rights reserved. * |
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* * |
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******************************************************************/ |
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#include <math.h> |
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// ===================================== |
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// Constructors |
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// ===================================== |
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inline |
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_D3DVECTOR::_D3DVECTOR(D3DVALUE f) |
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{ |
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x = y = z = f; |
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} |
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inline |
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_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) |
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{ |
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x = _x; y = _y; z = _z; |
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} |
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inline |
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_D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3]) |
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{ |
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x = f[0]; y = f[1]; z = f[2]; |
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} |
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// ===================================== |
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// Access grants |
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// ===================================== |
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inline const D3DVALUE& |
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_D3DVECTOR::operator[](int i) const |
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{ |
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return (&x)[i]; |
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} |
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inline D3DVALUE& |
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_D3DVECTOR::operator[](int i) |
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{ |
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return (&x)[i]; |
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} |
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// ===================================== |
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// Assignment operators |
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// ===================================== |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator += (const _D3DVECTOR& v) |
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{ |
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x += v.x; y += v.y; z += v.z; |
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return *this; |
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} |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator -= (const _D3DVECTOR& v) |
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{ |
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x -= v.x; y -= v.y; z -= v.z; |
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return *this; |
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} |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator *= (const _D3DVECTOR& v) |
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{ |
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x *= v.x; y *= v.y; z *= v.z; |
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return *this; |
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} |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator /= (const _D3DVECTOR& v) |
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{ |
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x /= v.x; y /= v.y; z /= v.z; |
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return *this; |
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} |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator *= (D3DVALUE s) |
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{ |
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x *= s; y *= s; z *= s; |
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return *this; |
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} |
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inline _D3DVECTOR& |
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_D3DVECTOR::operator /= (D3DVALUE s) |
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{ |
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x /= s; y /= s; z /= s; |
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return *this; |
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} |
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inline _D3DVECTOR |
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operator + (const _D3DVECTOR& v) |
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{ |
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return v; |
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} |
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inline _D3DVECTOR |
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operator - (const _D3DVECTOR& v) |
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{ |
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return _D3DVECTOR(-v.x, -v.y, -v.z); |
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} |
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inline _D3DVECTOR |
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operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); |
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} |
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inline _D3DVECTOR |
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operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); |
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} |
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inline _D3DVECTOR |
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operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z); |
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} |
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inline _D3DVECTOR |
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operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z); |
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} |
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inline int |
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operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2]; |
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} |
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inline int |
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operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2]; |
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} |
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inline _D3DVECTOR |
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operator * (const _D3DVECTOR& v, D3DVALUE s) |
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{ |
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return _D3DVECTOR(s*v.x, s*v.y, s*v.z); |
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} |
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inline _D3DVECTOR |
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operator * (D3DVALUE s, const _D3DVECTOR& v) |
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{ |
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return _D3DVECTOR(s*v.x, s*v.y, s*v.z); |
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} |
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inline _D3DVECTOR |
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operator / (const _D3DVECTOR& v, D3DVALUE s) |
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{ |
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return _D3DVECTOR(v.x/s, v.y/s, v.z/s); |
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} |
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inline int |
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operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z; |
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} |
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inline D3DVALUE |
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Magnitude (const _D3DVECTOR& v) |
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{ |
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return (D3DVALUE) sqrt(SquareMagnitude(v)); |
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} |
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inline D3DVALUE |
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SquareMagnitude (const _D3DVECTOR& v) |
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{ |
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return v.x*v.x + v.y*v.y + v.z*v.z; |
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} |
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inline _D3DVECTOR |
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Normalize (const _D3DVECTOR& v) |
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{ |
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return v / Magnitude(v); |
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} |
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inline D3DVALUE |
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Min (const _D3DVECTOR& v) |
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{ |
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D3DVALUE ret = v.x; |
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if (v.y < ret) ret = v.y; |
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if (v.z < ret) ret = v.z; |
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return ret; |
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} |
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inline D3DVALUE |
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Max (const _D3DVECTOR& v) |
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{ |
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D3DVALUE ret = v.x; |
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if (ret < v.y) ret = v.y; |
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if (ret < v.z) ret = v.z; |
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return ret; |
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} |
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inline _D3DVECTOR |
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Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0], |
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v1[1] < v2[1] ? v1[1] : v2[1], |
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v1[2] < v2[2] ? v1[2] : v2[2]); |
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} |
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inline _D3DVECTOR |
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Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0], |
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v1[1] > v2[1] ? v1[1] : v2[1], |
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v1[2] > v2[2] ? v1[2] : v2[2]); |
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} |
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inline D3DVALUE |
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DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z; |
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} |
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inline _D3DVECTOR |
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CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2) |
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{ |
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_D3DVECTOR result; |
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result[0] = v1[1] * v2[2] - v1[2] * v2[1]; |
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result[1] = v1[2] * v2[0] - v1[0] * v2[2]; |
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result[2] = v1[0] * v2[1] - v1[1] * v2[0]; |
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return result; |
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} |
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inline _D3DMATRIX |
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operator* (const _D3DMATRIX& a, const _D3DMATRIX& b) |
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{ |
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_D3DMATRIX ret; |
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for (int i=0; i<4; i++) { |
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for (int j=0; j<4; j++) { |
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ret(i, j) = 0.0f; |
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for (int k=0; k<4; k++) { |
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ret(i, j) += a(i, k) * b(k, j); |
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} |
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} |
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} |
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return ret; |
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} |
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