197 lines
9.0 KiB
C++
197 lines
9.0 KiB
C++
/*
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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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/** @file aiVector3D.inl
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* @brief Inline implementation of aiVector3D operators
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*/
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#ifndef AI_VECTOR3D_INL_INC
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#define AI_VECTOR3D_INL_INC
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#include "aiVector3D.h"
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#ifdef __cplusplus
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 3x3 matrix */
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inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector)
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{
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aiVector3D 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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res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
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return res;
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}
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// ------------------------------------------------------------------------------------------------
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/** Transformation of a vector by a 4x4 matrix */
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inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector)
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{
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aiVector3D 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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res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
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return res;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) {
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x = pX; y = pY; z = pZ;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE float aiVector3D::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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AI_FORCE_INLINE float aiVector3D::Length() const {
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return sqrt( SquareLength());
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() {
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*this /= Length(); return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) {
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x += o.x; y += o.y; z += o.z; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) {
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x -= o.x; y -= o.y; z -= o.z; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) {
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x *= f; y *= f; z *= f; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) {
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x /= f; y /= f; z /= f; return *this;
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){
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return(*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){
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return(*this = mat * (*this));
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const {
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return *(&x + i);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) {
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return *(&x + i);
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}
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// ------------------------------------------------------------------------------------------------
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AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& 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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AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& 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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AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) {
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return aiVector3D(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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AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) {
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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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// ------------------------------------------------------------------------------------------------
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// symmetric subtraction
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AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) {
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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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// ------------------------------------------------------------------------------------------------
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// scalar product
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AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& 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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AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) {
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return aiVector3D( 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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AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) {
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return aiVector3D( 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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AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float 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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AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) {
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return aiVector3D(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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AI_FORCE_INLINE aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) {
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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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// ------------------------------------------------------------------------------------------------
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// vector inversion
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AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) {
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return aiVector3D( -v.x, -v.y, -v.z);
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}
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#ifdef ASSIMP_INTERNAL_BUILD
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namespace std {
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// std::min for aiVector3D
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inline ::aiVector3D min (const ::aiVector3D& a, const ::aiVector3D& b) {
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return ::aiVector3D (min(a.x,b.x),min(a.y,b.y),min(a.z,b.z));
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}
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// std::max for aiVector3D
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inline ::aiVector3D max (const ::aiVector3D& a, const ::aiVector3D& b) {
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return ::aiVector3D (max(a.x,b.x),max(a.y,b.y),max(a.z,b.z));
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}
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} // end namespace std
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#endif // !! ASSIMP_INTERNAL_BUILD
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#endif // __cplusplus
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#endif // AI_VECTOR3D_INL_INC
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