miniassimp
diff include/miniassimp/vector3.inl @ 0:879c81d94345
initial commit
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Mon, 28 Jan 2019 18:19:26 +0200 |
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children |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/include/miniassimp/vector3.inl Mon Jan 28 18:19:26 2019 +0200 1.3 @@ -0,0 +1,309 @@ 1.4 +/* 1.5 +--------------------------------------------------------------------------- 1.6 +Open Asset Import Library (assimp) 1.7 +--------------------------------------------------------------------------- 1.8 + 1.9 +Copyright (c) 2006-2018, assimp team 1.10 + 1.11 + 1.12 + 1.13 +All rights reserved. 1.14 + 1.15 +Redistribution and use of this software in source and binary forms, 1.16 +with or without modification, are permitted provided that the following 1.17 +conditions are met: 1.18 + 1.19 +* Redistributions of source code must retain the above 1.20 + copyright notice, this list of conditions and the 1.21 + following disclaimer. 1.22 + 1.23 +* Redistributions in binary form must reproduce the above 1.24 + copyright notice, this list of conditions and the 1.25 + following disclaimer in the documentation and/or other 1.26 + materials provided with the distribution. 1.27 + 1.28 +* Neither the name of the assimp team, nor the names of its 1.29 + contributors may be used to endorse or promote products 1.30 + derived from this software without specific prior 1.31 + written permission of the assimp team. 1.32 + 1.33 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 1.34 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 1.35 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR 1.36 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 1.37 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 1.38 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 1.39 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 1.40 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 1.41 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 1.42 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 1.43 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 1.44 +--------------------------------------------------------------------------- 1.45 +*/ 1.46 + 1.47 +/** @file vector3.inl 1.48 + * @brief Inline implementation of aiVector3t<TReal> operators 1.49 + */ 1.50 +#pragma once 1.51 +#ifndef AI_VECTOR3D_INL_INC 1.52 +#define AI_VECTOR3D_INL_INC 1.53 + 1.54 +#ifdef __cplusplus 1.55 +#include "vector3.h" 1.56 + 1.57 +#include <cmath> 1.58 + 1.59 +// ------------------------------------------------------------------------------------------------ 1.60 +/** Transformation of a vector by a 3x3 matrix */ 1.61 +template <typename TReal> 1.62 +AI_FORCE_INLINE 1.63 +aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) { 1.64 + aiVector3t<TReal> res; 1.65 + res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z; 1.66 + res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z; 1.67 + res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z; 1.68 + return res; 1.69 +} 1.70 + 1.71 +// ------------------------------------------------------------------------------------------------ 1.72 +/** Transformation of a vector by a 4x4 matrix */ 1.73 +template <typename TReal> 1.74 +AI_FORCE_INLINE 1.75 +aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector) { 1.76 + aiVector3t<TReal> res; 1.77 + res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4; 1.78 + res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4; 1.79 + res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4; 1.80 + return res; 1.81 +} 1.82 +// ------------------------------------------------------------------------------------------------ 1.83 +template <typename TReal> 1.84 +template <typename TOther> 1.85 +aiVector3t<TReal>::operator aiVector3t<TOther> () const { 1.86 + return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z)); 1.87 +} 1.88 +// ------------------------------------------------------------------------------------------------ 1.89 +template <typename TReal> 1.90 +AI_FORCE_INLINE 1.91 +void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) { 1.92 + x = pX; 1.93 + y = pY; 1.94 + z = pZ; 1.95 +} 1.96 +// ------------------------------------------------------------------------------------------------ 1.97 +template <typename TReal> 1.98 +AI_FORCE_INLINE 1.99 +TReal aiVector3t<TReal>::SquareLength() const { 1.100 + return x*x + y*y + z*z; 1.101 +} 1.102 +// ------------------------------------------------------------------------------------------------ 1.103 +template <typename TReal> 1.104 +AI_FORCE_INLINE 1.105 +TReal aiVector3t<TReal>::Length() const { 1.106 + return std::sqrt( SquareLength()); 1.107 +} 1.108 +// ------------------------------------------------------------------------------------------------ 1.109 +template <typename TReal> 1.110 +AI_FORCE_INLINE 1.111 +aiVector3t<TReal>& aiVector3t<TReal>::Normalize() { 1.112 + *this /= Length(); 1.113 + 1.114 + return *this; 1.115 +} 1.116 +// ------------------------------------------------------------------------------------------------ 1.117 +template <typename TReal> 1.118 +AI_FORCE_INLINE 1.119 +aiVector3t<TReal>& aiVector3t<TReal>::NormalizeSafe() { 1.120 + TReal len = Length(); 1.121 + if ( len > static_cast< TReal >( 0 ) ) { 1.122 + *this /= len; 1.123 + } 1.124 + return *this; 1.125 +} 1.126 +// ------------------------------------------------------------------------------------------------ 1.127 +template <typename TReal> 1.128 +AI_FORCE_INLINE 1.129 +const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) { 1.130 + x += o.x; 1.131 + y += o.y; 1.132 + z += o.z; 1.133 + 1.134 + return *this; 1.135 +} 1.136 +// ------------------------------------------------------------------------------------------------ 1.137 +template <typename TReal> 1.138 +AI_FORCE_INLINE 1.139 +const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) { 1.140 + x -= o.x; 1.141 + y -= o.y; 1.142 + z -= o.z; 1.143 + 1.144 + return *this; 1.145 +} 1.146 +// ------------------------------------------------------------------------------------------------ 1.147 +template <typename TReal> 1.148 +AI_FORCE_INLINE 1.149 +const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) { 1.150 + x *= f; 1.151 + y *= f; 1.152 + z *= f; 1.153 + 1.154 + return *this; 1.155 +} 1.156 +// ------------------------------------------------------------------------------------------------ 1.157 +template <typename TReal> 1.158 +AI_FORCE_INLINE 1.159 +const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) { 1.160 + const TReal invF = (TReal) 1.0 / f; 1.161 + x *= invF; 1.162 + y *= invF; 1.163 + z *= invF; 1.164 + 1.165 + return *this; 1.166 +} 1.167 +// ------------------------------------------------------------------------------------------------ 1.168 +template <typename TReal> 1.169 +AI_FORCE_INLINE 1.170 +aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){ 1.171 + return (*this = mat * (*this)); 1.172 +} 1.173 +// ------------------------------------------------------------------------------------------------ 1.174 +template <typename TReal> 1.175 +AI_FORCE_INLINE 1.176 +aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){ 1.177 + return (*this = mat * (*this)); 1.178 +} 1.179 +// ------------------------------------------------------------------------------------------------ 1.180 +template <typename TReal> 1.181 +AI_FORCE_INLINE 1.182 +TReal aiVector3t<TReal>::operator[](unsigned int i) const { 1.183 + switch (i) { 1.184 + case 0: 1.185 + return x; 1.186 + case 1: 1.187 + return y; 1.188 + case 2: 1.189 + return z; 1.190 + default: 1.191 + break; 1.192 + } 1.193 + return x; 1.194 +} 1.195 +// ------------------------------------------------------------------------------------------------ 1.196 +template <typename TReal> 1.197 +AI_FORCE_INLINE 1.198 +TReal& aiVector3t<TReal>::operator[](unsigned int i) { 1.199 +// return *(&x + i); 1.200 + switch (i) { 1.201 + case 0: 1.202 + return x; 1.203 + case 1: 1.204 + return y; 1.205 + case 2: 1.206 + return z; 1.207 + default: 1.208 + break; 1.209 + } 1.210 + return x; 1.211 +} 1.212 +// ------------------------------------------------------------------------------------------------ 1.213 +template <typename TReal> 1.214 +AI_FORCE_INLINE 1.215 +bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const { 1.216 + return x == other.x && y == other.y && z == other.z; 1.217 +} 1.218 +// ------------------------------------------------------------------------------------------------ 1.219 +template <typename TReal> 1.220 +AI_FORCE_INLINE 1.221 +bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const { 1.222 + return x != other.x || y != other.y || z != other.z; 1.223 +} 1.224 +// --------------------------------------------------------------------------- 1.225 +template<typename TReal> 1.226 +AI_FORCE_INLINE 1.227 +bool aiVector3t<TReal>::Equal(const aiVector3t<TReal>& other, TReal epsilon) const { 1.228 + return 1.229 + std::abs(x - other.x) <= epsilon && 1.230 + std::abs(y - other.y) <= epsilon && 1.231 + std::abs(z - other.z) <= epsilon; 1.232 +} 1.233 +// ------------------------------------------------------------------------------------------------ 1.234 +template <typename TReal> 1.235 +AI_FORCE_INLINE 1.236 +bool aiVector3t<TReal>::operator < (const aiVector3t<TReal>& other) const { 1.237 + return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z; 1.238 +} 1.239 +// ------------------------------------------------------------------------------------------------ 1.240 +template <typename TReal> 1.241 +AI_FORCE_INLINE 1.242 +const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) { 1.243 + return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z); 1.244 +} 1.245 +// ------------------------------------------------------------------------------------------------ 1.246 +// symmetric addition 1.247 +template <typename TReal> 1.248 +AI_FORCE_INLINE 1.249 +aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) { 1.250 + return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); 1.251 +} 1.252 +// ------------------------------------------------------------------------------------------------ 1.253 +// symmetric subtraction 1.254 +template <typename TReal> 1.255 +AI_FORCE_INLINE 1.256 +aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) { 1.257 + return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); 1.258 +} 1.259 +// ------------------------------------------------------------------------------------------------ 1.260 +// scalar product 1.261 +template <typename TReal> 1.262 +AI_FORCE_INLINE 1.263 +TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) { 1.264 + return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; 1.265 +} 1.266 +// ------------------------------------------------------------------------------------------------ 1.267 +// scalar multiplication 1.268 +template <typename TReal> 1.269 +AI_FORCE_INLINE 1.270 +aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) { 1.271 + return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z); 1.272 +} 1.273 +// ------------------------------------------------------------------------------------------------ 1.274 +// and the other way around 1.275 +template <typename TReal> 1.276 +AI_FORCE_INLINE 1.277 +aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) { 1.278 + return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z); 1.279 +} 1.280 +// ------------------------------------------------------------------------------------------------ 1.281 +// scalar division 1.282 +template <typename TReal> 1.283 +AI_FORCE_INLINE 1.284 +aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) { 1.285 + return v * (1/f); 1.286 +} 1.287 +// ------------------------------------------------------------------------------------------------ 1.288 +// vector division 1.289 +template <typename TReal> 1.290 +AI_FORCE_INLINE 1.291 +aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) { 1.292 + return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z); 1.293 +} 1.294 +// ------------------------------------------------------------------------------------------------ 1.295 +// cross product 1.296 +template<typename TReal> 1.297 +AI_FORCE_INLINE 1.298 +aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) { 1.299 + 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); 1.300 +} 1.301 +// ------------------------------------------------------------------------------------------------ 1.302 +// vector negation 1.303 +template<typename TReal> 1.304 +AI_FORCE_INLINE 1.305 +aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) { 1.306 + return aiVector3t<TReal>( -v.x, -v.y, -v.z); 1.307 +} 1.308 + 1.309 +// ------------------------------------------------------------------------------------------------ 1.310 + 1.311 +#endif // __cplusplus 1.312 +#endif // AI_VECTOR3D_INL_INC