vrshoot

annotate libs/assimp/assimp/vector3.inl @ 0:b2f14e535253

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sat, 01 Feb 2014 19:58:19 +0200
parents
children
rev   line source
nuclear@0 1 /*
nuclear@0 2 ---------------------------------------------------------------------------
nuclear@0 3 Open Asset Import Library (assimp)
nuclear@0 4 ---------------------------------------------------------------------------
nuclear@0 5
nuclear@0 6 Copyright (c) 2006-2012, assimp team
nuclear@0 7
nuclear@0 8 All rights reserved.
nuclear@0 9
nuclear@0 10 Redistribution and use of this software in source and binary forms,
nuclear@0 11 with or without modification, are permitted provided that the following
nuclear@0 12 conditions are met:
nuclear@0 13
nuclear@0 14 * Redistributions of source code must retain the above
nuclear@0 15 copyright notice, this list of conditions and the
nuclear@0 16 following disclaimer.
nuclear@0 17
nuclear@0 18 * Redistributions in binary form must reproduce the above
nuclear@0 19 copyright notice, this list of conditions and the
nuclear@0 20 following disclaimer in the documentation and/or other
nuclear@0 21 materials provided with the distribution.
nuclear@0 22
nuclear@0 23 * Neither the name of the assimp team, nor the names of its
nuclear@0 24 contributors may be used to endorse or promote products
nuclear@0 25 derived from this software without specific prior
nuclear@0 26 written permission of the assimp team.
nuclear@0 27
nuclear@0 28 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
nuclear@0 29 "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
nuclear@0 30 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
nuclear@0 31 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
nuclear@0 32 OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
nuclear@0 33 SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
nuclear@0 34 LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
nuclear@0 35 DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
nuclear@0 36 THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
nuclear@0 37 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
nuclear@0 38 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
nuclear@0 39 ---------------------------------------------------------------------------
nuclear@0 40 */
nuclear@0 41
nuclear@0 42 /** @file aiVector3D.inl
nuclear@0 43 * @brief Inline implementation of aiVector3t<TReal> operators
nuclear@0 44 */
nuclear@0 45 #ifndef AI_VECTOR3D_INL_INC
nuclear@0 46 #define AI_VECTOR3D_INL_INC
nuclear@0 47
nuclear@0 48 #ifdef __cplusplus
nuclear@0 49 #include "vector3.h"
nuclear@0 50
nuclear@0 51 // ------------------------------------------------------------------------------------------------
nuclear@0 52 /** Transformation of a vector by a 3x3 matrix */
nuclear@0 53 template <typename TReal>
nuclear@0 54 inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
nuclear@0 55 {
nuclear@0 56 aiVector3t<TReal> res;
nuclear@0 57 res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
nuclear@0 58 res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
nuclear@0 59 res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
nuclear@0 60 return res;
nuclear@0 61 }
nuclear@0 62
nuclear@0 63 // ------------------------------------------------------------------------------------------------
nuclear@0 64 /** Transformation of a vector by a 4x4 matrix */
nuclear@0 65 template <typename TReal>
nuclear@0 66 inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
nuclear@0 67 {
nuclear@0 68 aiVector3t<TReal> res;
nuclear@0 69 res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
nuclear@0 70 res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
nuclear@0 71 res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
nuclear@0 72 return res;
nuclear@0 73 }
nuclear@0 74 // ------------------------------------------------------------------------------------------------
nuclear@0 75 template <typename TReal>
nuclear@0 76 template <typename TOther>
nuclear@0 77 aiVector3t<TReal>::operator aiVector3t<TOther> () const {
nuclear@0 78 return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
nuclear@0 79 }
nuclear@0 80 // ------------------------------------------------------------------------------------------------
nuclear@0 81 template <typename TReal>
nuclear@0 82 AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) {
nuclear@0 83 x = pX; y = pY; z = pZ;
nuclear@0 84 }
nuclear@0 85 // ------------------------------------------------------------------------------------------------
nuclear@0 86 template <typename TReal>
nuclear@0 87 AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
nuclear@0 88 return x*x + y*y + z*z;
nuclear@0 89 }
nuclear@0 90 // ------------------------------------------------------------------------------------------------
nuclear@0 91 template <typename TReal>
nuclear@0 92 AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
nuclear@0 93 return sqrt( SquareLength());
nuclear@0 94 }
nuclear@0 95 // ------------------------------------------------------------------------------------------------
nuclear@0 96 template <typename TReal>
nuclear@0 97 AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() {
nuclear@0 98 *this /= Length(); return *this;
nuclear@0 99 }
nuclear@0 100 // ------------------------------------------------------------------------------------------------
nuclear@0 101 template <typename TReal>
nuclear@0 102 AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
nuclear@0 103 x += o.x; y += o.y; z += o.z; return *this;
nuclear@0 104 }
nuclear@0 105 // ------------------------------------------------------------------------------------------------
nuclear@0 106 template <typename TReal>
nuclear@0 107 AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
nuclear@0 108 x -= o.x; y -= o.y; z -= o.z; return *this;
nuclear@0 109 }
nuclear@0 110 // ------------------------------------------------------------------------------------------------
nuclear@0 111 template <typename TReal>
nuclear@0 112 AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
nuclear@0 113 x *= f; y *= f; z *= f; return *this;
nuclear@0 114 }
nuclear@0 115 // ------------------------------------------------------------------------------------------------
nuclear@0 116 template <typename TReal>
nuclear@0 117 AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
nuclear@0 118 x /= f; y /= f; z /= f; return *this;
nuclear@0 119 }
nuclear@0 120 // ------------------------------------------------------------------------------------------------
nuclear@0 121 template <typename TReal>
nuclear@0 122 AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
nuclear@0 123 return(*this = mat * (*this));
nuclear@0 124 }
nuclear@0 125 // ------------------------------------------------------------------------------------------------
nuclear@0 126 template <typename TReal>
nuclear@0 127 AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
nuclear@0 128 return(*this = mat * (*this));
nuclear@0 129 }
nuclear@0 130 // ------------------------------------------------------------------------------------------------
nuclear@0 131 template <typename TReal>
nuclear@0 132 AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
nuclear@0 133 return *(&x + i);
nuclear@0 134 }
nuclear@0 135 // ------------------------------------------------------------------------------------------------
nuclear@0 136 template <typename TReal>
nuclear@0 137 AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
nuclear@0 138 return *(&x + i);
nuclear@0 139 }
nuclear@0 140 // ------------------------------------------------------------------------------------------------
nuclear@0 141 template <typename TReal>
nuclear@0 142 AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
nuclear@0 143 return x == other.x && y == other.y && z == other.z;
nuclear@0 144 }
nuclear@0 145 // ------------------------------------------------------------------------------------------------
nuclear@0 146 template <typename TReal>
nuclear@0 147 AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
nuclear@0 148 return x != other.x || y != other.y || z != other.z;
nuclear@0 149 }
nuclear@0 150 // ------------------------------------------------------------------------------------------------
nuclear@0 151 template <typename TReal>
nuclear@0 152 AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
nuclear@0 153 return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
nuclear@0 154 }
nuclear@0 155 // ------------------------------------------------------------------------------------------------
nuclear@0 156 // symmetric addition
nuclear@0 157 template <typename TReal>
nuclear@0 158 AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
nuclear@0 159 return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
nuclear@0 160 }
nuclear@0 161 // ------------------------------------------------------------------------------------------------
nuclear@0 162 // symmetric subtraction
nuclear@0 163 template <typename TReal>
nuclear@0 164 AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
nuclear@0 165 return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
nuclear@0 166 }
nuclear@0 167 // ------------------------------------------------------------------------------------------------
nuclear@0 168 // scalar product
nuclear@0 169 template <typename TReal>
nuclear@0 170 AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
nuclear@0 171 return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
nuclear@0 172 }
nuclear@0 173 // ------------------------------------------------------------------------------------------------
nuclear@0 174 // scalar multiplication
nuclear@0 175 template <typename TReal>
nuclear@0 176 AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v) {
nuclear@0 177 return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
nuclear@0 178 }
nuclear@0 179 // ------------------------------------------------------------------------------------------------
nuclear@0 180 // and the other way around
nuclear@0 181 template <typename TReal>
nuclear@0 182 AI_FORCE_INLINE aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f) {
nuclear@0 183 return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
nuclear@0 184 }
nuclear@0 185 // ------------------------------------------------------------------------------------------------
nuclear@0 186 // scalar division
nuclear@0 187 template <typename TReal>
nuclear@0 188 AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f) {
nuclear@0 189 return v * (1/f);
nuclear@0 190 }
nuclear@0 191 // ------------------------------------------------------------------------------------------------
nuclear@0 192 // vector division
nuclear@0 193 template <typename TReal>
nuclear@0 194 AI_FORCE_INLINE aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2) {
nuclear@0 195 return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
nuclear@0 196 }
nuclear@0 197 // ------------------------------------------------------------------------------------------------
nuclear@0 198 // cross product
nuclear@0 199 template <typename TReal>
nuclear@0 200 AI_FORCE_INLINE aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2) {
nuclear@0 201 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);
nuclear@0 202 }
nuclear@0 203 // ------------------------------------------------------------------------------------------------
nuclear@0 204 // vector negation
nuclear@0 205 template <typename TReal>
nuclear@0 206 AI_FORCE_INLINE aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v) {
nuclear@0 207 return aiVector3t<TReal>( -v.x, -v.y, -v.z);
nuclear@0 208 }
nuclear@0 209
nuclear@0 210
nuclear@0 211 #endif // __cplusplus
nuclear@0 212 #endif // AI_VECTOR3D_INL_INC