181 lines
8.5 KiB
C++
181 lines
8.5 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
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
|