nuclear@0: /* nuclear@0: --------------------------------------------------------------------------- nuclear@0: Open Asset Import Library (assimp) nuclear@0: --------------------------------------------------------------------------- nuclear@0: nuclear@0: Copyright (c) 2006-2018, assimp team nuclear@0: nuclear@0: nuclear@0: nuclear@0: All rights reserved. nuclear@0: nuclear@0: Redistribution and use of this software in source and binary forms, nuclear@0: with or without modification, are permitted provided that the following nuclear@0: conditions are met: nuclear@0: nuclear@0: * Redistributions of source code must retain the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer. nuclear@0: nuclear@0: * Redistributions in binary form must reproduce the above nuclear@0: copyright notice, this list of conditions and the nuclear@0: following disclaimer in the documentation and/or other nuclear@0: materials provided with the distribution. nuclear@0: nuclear@0: * Neither the name of the assimp team, nor the names of its nuclear@0: contributors may be used to endorse or promote products nuclear@0: derived from this software without specific prior nuclear@0: written permission of the assimp team. nuclear@0: nuclear@0: THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS nuclear@0: "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT nuclear@0: LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR nuclear@0: A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT nuclear@0: OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, nuclear@0: SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT nuclear@0: LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, nuclear@0: DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY nuclear@0: THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT nuclear@0: (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE nuclear@0: OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. nuclear@0: --------------------------------------------------------------------------- nuclear@0: */ nuclear@0: nuclear@0: /** @file vector3.inl nuclear@0: * @brief Inline implementation of aiVector3t operators nuclear@0: */ nuclear@0: #pragma once nuclear@0: #ifndef AI_VECTOR3D_INL_INC nuclear@0: #define AI_VECTOR3D_INL_INC nuclear@0: nuclear@0: #ifdef __cplusplus nuclear@0: #include "vector3.h" nuclear@0: nuclear@0: #include nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: /** Transformation of a vector by a 3x3 matrix */ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator * (const aiMatrix3x3t& pMatrix, const aiVector3t& pVector) { nuclear@0: aiVector3t res; nuclear@0: res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z; nuclear@0: res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z; nuclear@0: res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z; nuclear@0: return res; nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: /** Transformation of a vector by a 4x4 matrix */ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator * (const aiMatrix4x4t& pMatrix, const aiVector3t& pVector) { nuclear@0: aiVector3t res; nuclear@0: res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4; nuclear@0: res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4; nuclear@0: res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4; nuclear@0: return res; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: template nuclear@0: aiVector3t::operator aiVector3t () const { nuclear@0: return aiVector3t(static_cast(x),static_cast(y),static_cast(z)); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: void aiVector3t::Set( TReal pX, TReal pY, TReal pZ) { nuclear@0: x = pX; nuclear@0: y = pY; nuclear@0: z = pZ; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: TReal aiVector3t::SquareLength() const { nuclear@0: return x*x + y*y + z*z; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: TReal aiVector3t::Length() const { nuclear@0: return std::sqrt( SquareLength()); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t& aiVector3t::Normalize() { nuclear@0: *this /= Length(); nuclear@0: nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t& aiVector3t::NormalizeSafe() { nuclear@0: TReal len = Length(); nuclear@0: if ( len > static_cast< TReal >( 0 ) ) { nuclear@0: *this /= len; nuclear@0: } nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: const aiVector3t& aiVector3t::operator += (const aiVector3t& o) { nuclear@0: x += o.x; nuclear@0: y += o.y; nuclear@0: z += o.z; nuclear@0: nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: const aiVector3t& aiVector3t::operator -= (const aiVector3t& o) { nuclear@0: x -= o.x; nuclear@0: y -= o.y; nuclear@0: z -= o.z; nuclear@0: nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: const aiVector3t& aiVector3t::operator *= (TReal f) { nuclear@0: x *= f; nuclear@0: y *= f; nuclear@0: z *= f; nuclear@0: nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: const aiVector3t& aiVector3t::operator /= (TReal f) { nuclear@0: const TReal invF = (TReal) 1.0 / f; nuclear@0: x *= invF; nuclear@0: y *= invF; nuclear@0: z *= invF; nuclear@0: nuclear@0: return *this; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t& aiVector3t::operator *= (const aiMatrix3x3t& mat){ nuclear@0: return (*this = mat * (*this)); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t& aiVector3t::operator *= (const aiMatrix4x4t& mat){ nuclear@0: return (*this = mat * (*this)); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: TReal aiVector3t::operator[](unsigned int i) const { nuclear@0: switch (i) { nuclear@0: case 0: nuclear@0: return x; nuclear@0: case 1: nuclear@0: return y; nuclear@0: case 2: nuclear@0: return z; nuclear@0: default: nuclear@0: break; nuclear@0: } nuclear@0: return x; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: TReal& aiVector3t::operator[](unsigned int i) { nuclear@0: // return *(&x + i); nuclear@0: switch (i) { nuclear@0: case 0: nuclear@0: return x; nuclear@0: case 1: nuclear@0: return y; nuclear@0: case 2: nuclear@0: return z; nuclear@0: default: nuclear@0: break; nuclear@0: } nuclear@0: return x; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: bool aiVector3t::operator== (const aiVector3t& other) const { nuclear@0: return x == other.x && y == other.y && z == other.z; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: bool aiVector3t::operator!= (const aiVector3t& other) const { nuclear@0: return x != other.x || y != other.y || z != other.z; nuclear@0: } nuclear@0: // --------------------------------------------------------------------------- nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: bool aiVector3t::Equal(const aiVector3t& other, TReal epsilon) const { nuclear@0: return nuclear@0: std::abs(x - other.x) <= epsilon && nuclear@0: std::abs(y - other.y) <= epsilon && nuclear@0: std::abs(z - other.z) <= epsilon; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: bool aiVector3t::operator < (const aiVector3t& other) const { nuclear@0: return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: const aiVector3t aiVector3t::SymMul(const aiVector3t& o) { nuclear@0: return aiVector3t(x*o.x,y*o.y,z*o.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // symmetric addition nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator + (const aiVector3t& v1, const aiVector3t& v2) { nuclear@0: return aiVector3t( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // symmetric subtraction nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator - (const aiVector3t& v1, const aiVector3t& v2) { nuclear@0: return aiVector3t( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // scalar product nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: TReal operator * (const aiVector3t& v1, const aiVector3t& v2) { nuclear@0: return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // scalar multiplication nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator * ( TReal f, const aiVector3t& v) { nuclear@0: return aiVector3t( f*v.x, f*v.y, f*v.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // and the other way around nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator * ( const aiVector3t& v, TReal f) { nuclear@0: return aiVector3t( f*v.x, f*v.y, f*v.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // scalar division nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator / ( const aiVector3t& v, TReal f) { nuclear@0: return v * (1/f); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // vector division nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator / ( const aiVector3t& v, const aiVector3t& v2) { nuclear@0: return aiVector3t(v.x / v2.x,v.y / v2.y,v.z / v2.z); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // cross product nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator ^ ( const aiVector3t& v1, const aiVector3t& v2) { nuclear@0: return aiVector3t( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); nuclear@0: } nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: // vector negation nuclear@0: template nuclear@0: AI_FORCE_INLINE nuclear@0: aiVector3t operator - ( const aiVector3t& v) { nuclear@0: return aiVector3t( -v.x, -v.y, -v.z); nuclear@0: } nuclear@0: nuclear@0: // ------------------------------------------------------------------------------------------------ nuclear@0: nuclear@0: #endif // __cplusplus nuclear@0: #endif // AI_VECTOR3D_INL_INC