2008-08-08 11:48:50 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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2008-05-05 12:36:31 +00:00
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/** @file 3D vector structure, including operators when compiling in C++ */
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#ifndef AI_VECTOR3D_H_INC
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#define AI_VECTOR3D_H_INC
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#include <math.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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// ---------------------------------------------------------------------------
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/** Represents a three-dimensional vector. */
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2008-05-09 17:24:28 +00:00
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struct aiVector3D
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2008-05-05 12:36:31 +00:00
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{
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#ifdef __cplusplus
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aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {}
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aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
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aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {}
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void Set( float pX, float pY, float pZ) { x = pX; y = pY; z = pZ; }
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float SquareLength() const { return x*x + y*y + z*z; }
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float Length() const { return sqrt( SquareLength()); }
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aiVector3D& Normalize() { *this /= Length(); return *this; }
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const aiVector3D& operator += (const aiVector3D& o) { x += o.x; y += o.y; z += o.z; return *this; }
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const aiVector3D& operator -= (const aiVector3D& o) { x -= o.x; y -= o.y; z -= o.z; return *this; }
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const aiVector3D& operator *= (float f) { x *= f; y *= f; z *= f; return *this; }
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const aiVector3D& operator /= (float f) { x /= f; y /= f; z /= f; return *this; }
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inline float operator[](unsigned int i) const {return *(&x + i);}
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inline float& operator[](unsigned int i) {return *(&x + i);}
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2008-05-13 23:26:52 +00:00
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inline bool operator== (const aiVector3D& other) const
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{return x == other.x && y == other.y && z == other.z;}
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inline bool operator!= (const aiVector3D& other) const
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{return x != other.x || y != other.y || z != other.z;}
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2008-05-05 12:36:31 +00:00
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#endif // __cplusplus
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float x, y, z;
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2008-05-09 17:24:28 +00:00
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};
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2008-05-05 12:36:31 +00:00
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#ifdef __cplusplus
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} // end extern "C"
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// symmetric addition
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inline aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2)
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{
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return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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}
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// symmetric subtraction
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inline aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2)
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{
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return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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// scalar product
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inline float operator * (const aiVector3D& v1, const aiVector3D& 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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// scalar multiplication
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inline aiVector3D operator * ( float f, const aiVector3D& v)
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{
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return aiVector3D( f*v.x, f*v.y, f*v.z);
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}
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// and the other way around
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inline aiVector3D operator * ( const aiVector3D& v, float f)
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{
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return aiVector3D( f*v.x, f*v.y, f*v.z);
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}
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// scalar division
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inline aiVector3D operator / ( const aiVector3D& v, float f)
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{
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2008-05-09 17:24:28 +00:00
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2008-05-05 12:36:31 +00:00
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return v * (1/f);
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}
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// vector division
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inline aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2)
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2008-05-09 17:24:28 +00:00
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{
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2008-05-05 12:36:31 +00:00
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return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z);
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2008-05-09 17:24:28 +00:00
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}
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2008-05-05 12:36:31 +00:00
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// cross product
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inline aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2)
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{
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return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x);
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}
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// vector inversion
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inline aiVector3D operator - ( const aiVector3D& v)
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{
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return aiVector3D( -v.x, -v.y, -v.z);
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}
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#endif // __cplusplus
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#endif // AI_VECTOR3D_H_INC
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