/* --------------------------------------------------------------------------- Open Asset Import Library (ASSIMP) --------------------------------------------------------------------------- Copyright (c) 2006-2008, ASSIMP Development Team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the ASSIMP team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the ASSIMP Development Team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file aiVector3D.h * @brief 3D vector structure, including operators when compiling in C++ */ #ifndef AI_VECTOR3D_H_INC #define AI_VECTOR3D_H_INC #include #ifdef __cplusplus extern "C" { #endif #include "./Compiler/pushpack1.h" // --------------------------------------------------------------------------- /** Represents a three-dimensional vector. */ struct aiVector3D { #ifdef __cplusplus aiVector3D () : x(0.0f), y(0.0f), z(0.0f) {} aiVector3D (float _x, float _y, float _z) : x(_x), y(_y), z(_z) {} aiVector3D (float _xyz) : x(_xyz), y(_xyz), z(_xyz) {} aiVector3D (const aiVector3D& o) : x(o.x), y(o.y), z(o.z) {} void Set( float pX, float pY, float pZ) { x = pX; y = pY; z = pZ; } float SquareLength() const { return x*x + y*y + z*z; } float Length() const { return sqrt( SquareLength()); } aiVector3D& Normalize() { *this /= Length(); return *this; } const aiVector3D& operator += (const aiVector3D& o) { x += o.x; y += o.y; z += o.z; return *this; } const aiVector3D& operator -= (const aiVector3D& o) { x -= o.x; y -= o.y; z -= o.z; return *this; } const aiVector3D& operator *= (float f) { x *= f; y *= f; z *= f; return *this; } const aiVector3D& operator /= (float f) { x /= f; y /= f; z /= f; return *this; } inline float operator[](unsigned int i) const {return *(&x + i);} inline float& operator[](unsigned int i) {return *(&x + i);} inline bool operator== (const aiVector3D& other) const {return x == other.x && y == other.y && z == other.z;} inline bool operator!= (const aiVector3D& other) const {return x != other.x || y != other.y || z != other.z;} inline aiVector3D& operator= (float f) {x = y = z = f;return *this;} const aiVector3D SymMul(const aiVector3D& o) {return aiVector3D(x*o.x,y*o.y,z*o.z);} #endif // __cplusplus float x, y, z; } PACK_STRUCT; #include "./Compiler/poppack1.h" #ifdef __cplusplus } // end extern "C" // symmetric addition inline aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) { return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } // symmetric subtraction inline aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) { return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } // scalar product inline float operator * (const aiVector3D& v1, const aiVector3D& v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } // scalar multiplication inline aiVector3D operator * ( float f, const aiVector3D& v) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // and the other way around inline aiVector3D operator * ( const aiVector3D& v, float f) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // scalar division inline aiVector3D operator / ( const aiVector3D& v, float f) { return v * (1/f); } // vector division inline aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) { return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z); } // cross product inline aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) { 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); } // vector inversion inline aiVector3D operator - ( const aiVector3D& v) { return aiVector3D( -v.x, -v.y, -v.z); } #endif // __cplusplus #endif // AI_VECTOR3D_H_INC