assimp/include/aiVector3D.inl

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/** @file aiVector3D.inl
* @brief Inline implementation of vector3D operators
*/
#ifndef AI_VECTOR3D_INL_INC
#define AI_VECTOR3D_INL_INC
#include "aiVector3D.h"
#ifdef __cplusplus
#include "aiMatrix3x3.h"
#include "aiMatrix4x4.h"
/** Transformation of a vector by a 3x3 matrix */
inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
{
aiVector3D res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
return res;
}
/** Transformation of a vector by a 4x4 matrix */
inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
{
aiVector3D res;
res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
return res;
}
#endif // __cplusplus
#endif // AI_VECTOR3D_INL_INC