/* --------------------------------------------------------------------------- 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.inl * @brief Inline implementation of aiVector3D operators */ #ifndef AI_VECTOR3D_INL_INC #define AI_VECTOR3D_INL_INC #include "aiVector3D.h" #ifdef __cplusplus // ------------------------------------------------------------------------------------------------ /** 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; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) { x = pX; y = pY; z = pZ; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE float aiVector3D::SquareLength() const { return x*x + y*y + z*z; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE float aiVector3D::Length() const { return sqrt( SquareLength()); } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() { *this /= Length(); return *this; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) { x += o.x; y += o.y; z += o.z; return *this; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) { x -= o.x; y -= o.y; z -= o.z; return *this; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) { x *= f; y *= f; z *= f; return *this; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) { x /= f; y /= f; z /= f; return *this; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){ return(*this = mat * (*this)); } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){ return(*this = mat * (*this)); } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const { return *(&x + i); } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) { return *(&x + i); } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const { return x == other.x && y == other.y && z == other.z; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const { return x != other.x || y != other.y || z != other.z; } // ------------------------------------------------------------------------------------------------ AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) { return aiVector3D(x*o.x,y*o.y,z*o.z); } // ------------------------------------------------------------------------------------------------ // symmetric addition AI_FORCE_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 AI_FORCE_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 AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } // ------------------------------------------------------------------------------------------------ // scalar multiplication AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // ------------------------------------------------------------------------------------------------ // and the other way around AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) { return aiVector3D( f*v.x, f*v.y, f*v.z); } // ------------------------------------------------------------------------------------------------ // scalar division AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float f) { return v * (1/f); } // ------------------------------------------------------------------------------------------------ // vector division AI_FORCE_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 AI_FORCE_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 AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) { return aiVector3D( -v.x, -v.y, -v.z); } #endif // __cplusplus #endif // AI_VECTOR3D_INL_INC