Fix some minor findings.
parent
fe5277e117
commit
bd81869794
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@ -55,8 +55,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 3x3 matrix */
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template <typename TReal>
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inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
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{
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AI_FORCE_INLINE
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aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) {
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aiVector3t<TReal> res;
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res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
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res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
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@ -67,8 +67,8 @@ inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const a
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 4x4 matrix */
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template <typename TReal>
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inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
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{
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AI_FORCE_INLINE
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aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) {
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aiVector3t<TReal> res;
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res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
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res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
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@ -83,65 +83,99 @@ aiVector3t<TReal>::operator aiVector3t<TOther> () const {
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
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x = pX; y = pY; z = pZ;
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AI_FORCE_INLINE
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void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
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x = pX;
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y = pY;
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z = pZ;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
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AI_FORCE_INLINE
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TReal aiVector3t<TReal>::SquareLength() const {
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return x*x + y*y + z*z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
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AI_FORCE_INLINE
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TReal aiVector3t<TReal>::Length() const {
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return std::sqrt( SquareLength());
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
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*this /= Length(); return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::NormalizeSafe() {
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TReal len = Length();
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if (len > static_cast<TReal>(0))
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*this /= len;
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AI_FORCE_INLINE
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aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
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*this /= Length();
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
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x += o.x; y += o.y; z += o.z; return *this;
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AI_FORCE_INLINE
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aiVector3t<TReal>& aiVector3t<TReal>::NormalizeSafe() {
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TReal len = Length();
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if ( len > static_cast< TReal >( 0 ) ) {
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*this /= len;
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}
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
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x -= o.x; y -= o.y; z -= o.z; return *this;
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AI_FORCE_INLINE
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const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
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x += o.x;
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y += o.y;
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z += o.z;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
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x *= f; y *= f; z *= f; return *this;
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AI_FORCE_INLINE
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const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
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x -= o.x;
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y -= o.y;
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z -= o.z;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
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x /= f; y /= f; z /= f; return *this;
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AI_FORCE_INLINE
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const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
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x *= f;
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y *= f;
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z *= f;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
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AI_FORCE_INLINE
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const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
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const TReal invF = (TReal) 1.0 / f;
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x *= invF;
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y *= invF;
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z *= invF;
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return *this;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE
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aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
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return (*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
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AI_FORCE_INLINE
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aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
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return (*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
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AI_FORCE_INLINE
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TReal aiVector3t<TReal>::operator[](unsigned int i) const {
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switch (i) {
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case 0:
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return x;
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@ -156,7 +190,8 @@ AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
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AI_FORCE_INLINE
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TReal& aiVector3t<TReal>::operator[](unsigned int i) {
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// return *(&x + i);
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switch (i) {
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case 0:
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@ -172,17 +207,20 @@ AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
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AI_FORCE_INLINE
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bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
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return x == other.x && y == other.y && z == other.z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
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AI_FORCE_INLINE
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bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
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return x != other.x || y != other.y || z != other.z;
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}
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// ---------------------------------------------------------------------------
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template<typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
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AI_FORCE_INLINE
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bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const {
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return
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std::abs(x - other.x) <= epsilon &&
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std::abs(y - other.y) <= epsilon &&
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@ -190,66 +228,77 @@ AI_FORCE_INLINE bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TR
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
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AI_FORCE_INLINE
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bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const {
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return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z;
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}
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// ------------------------------------------------------------------------------------------------
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template <typename TReal>
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AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
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AI_FORCE_INLINE
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const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
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return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
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}
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// ------------------------------------------------------------------------------------------------
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// symmetric addition
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// symmetric subtraction
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// scalar product
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template <typename TReal>
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AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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AI_FORCE_INLINE
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TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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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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// ------------------------------------------------------------------------------------------------
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// scalar multiplication
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
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return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
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}
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// ------------------------------------------------------------------------------------------------
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// and the other way around
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
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return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
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}
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// ------------------------------------------------------------------------------------------------
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// scalar division
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
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return v * (1/f);
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}
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// ------------------------------------------------------------------------------------------------
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// vector division
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template <typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
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}
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// ------------------------------------------------------------------------------------------------
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// cross product
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template<typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
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return aiVector3t<TReal>( 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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// ------------------------------------------------------------------------------------------------
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// vector negation
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template<typename TReal>
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AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
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AI_FORCE_INLINE
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aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
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return aiVector3t<TReal>( -v.x, -v.y, -v.z);
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}
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