vrshoot

diff 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
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/libs/assimp/assimp/vector3.inl	Sat Feb 01 19:58:19 2014 +0200
     1.3 @@ -0,0 +1,212 @@
     1.4 +/*
     1.5 +---------------------------------------------------------------------------
     1.6 +Open Asset Import Library (assimp)
     1.7 +---------------------------------------------------------------------------
     1.8 +
     1.9 +Copyright (c) 2006-2012, assimp team
    1.10 +
    1.11 +All rights reserved.
    1.12 +
    1.13 +Redistribution and use of this software in source and binary forms, 
    1.14 +with or without modification, are permitted provided that the following 
    1.15 +conditions are met:
    1.16 +
    1.17 +* Redistributions of source code must retain the above
    1.18 +  copyright notice, this list of conditions and the
    1.19 +  following disclaimer.
    1.20 +
    1.21 +* Redistributions in binary form must reproduce the above
    1.22 +  copyright notice, this list of conditions and the
    1.23 +  following disclaimer in the documentation and/or other
    1.24 +  materials provided with the distribution.
    1.25 +
    1.26 +* Neither the name of the assimp team, nor the names of its
    1.27 +  contributors may be used to endorse or promote products
    1.28 +  derived from this software without specific prior
    1.29 +  written permission of the assimp team.
    1.30 +
    1.31 +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 
    1.32 +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT 
    1.33 +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
    1.34 +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 
    1.35 +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
    1.36 +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 
    1.37 +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
    1.38 +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
    1.39 +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 
    1.40 +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 
    1.41 +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
    1.42 +---------------------------------------------------------------------------
    1.43 +*/
    1.44 +
    1.45 +/** @file  aiVector3D.inl
    1.46 + *  @brief Inline implementation of aiVector3t<TReal> operators
    1.47 + */
    1.48 +#ifndef AI_VECTOR3D_INL_INC
    1.49 +#define AI_VECTOR3D_INL_INC
    1.50 +
    1.51 +#ifdef __cplusplus
    1.52 +#include "vector3.h"
    1.53 +
    1.54 +// ------------------------------------------------------------------------------------------------
    1.55 +/** Transformation of a vector by a 3x3 matrix */
    1.56 +template <typename TReal>
    1.57 +inline aiVector3t<TReal> operator * (const aiMatrix3x3t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
    1.58 +{
    1.59 +	aiVector3t<TReal> res;
    1.60 +	res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z;
    1.61 +	res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z;
    1.62 +	res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z;
    1.63 +	return res;
    1.64 +}
    1.65 +
    1.66 +// ------------------------------------------------------------------------------------------------
    1.67 +/** Transformation of a vector by a 4x4 matrix */
    1.68 +template <typename TReal>
    1.69 +inline aiVector3t<TReal> operator * (const aiMatrix4x4t<TReal>& pMatrix, const aiVector3t<TReal>& pVector)
    1.70 +{
    1.71 +	aiVector3t<TReal> res;
    1.72 +	res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4;
    1.73 +	res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4;
    1.74 +	res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4;
    1.75 +	return res;
    1.76 +}
    1.77 +// ------------------------------------------------------------------------------------------------
    1.78 +template <typename TReal>
    1.79 +template <typename TOther>
    1.80 +aiVector3t<TReal>::operator aiVector3t<TOther> () const {
    1.81 +	return aiVector3t<TOther>(static_cast<TOther>(x),static_cast<TOther>(y),static_cast<TOther>(z));
    1.82 +}
    1.83 +// ------------------------------------------------------------------------------------------------
    1.84 +template <typename TReal>
    1.85 +AI_FORCE_INLINE void aiVector3t<TReal>::Set( TReal pX, TReal pY, TReal pZ) { 
    1.86 +	x = pX; y = pY; z = pZ; 
    1.87 +}
    1.88 +// ------------------------------------------------------------------------------------------------
    1.89 +template <typename TReal>
    1.90 +AI_FORCE_INLINE TReal aiVector3t<TReal>::SquareLength() const {
    1.91 +	return x*x + y*y + z*z; 
    1.92 +}
    1.93 +// ------------------------------------------------------------------------------------------------
    1.94 +template <typename TReal>
    1.95 +AI_FORCE_INLINE TReal aiVector3t<TReal>::Length() const {
    1.96 +	return sqrt( SquareLength()); 
    1.97 +}
    1.98 +// ------------------------------------------------------------------------------------------------
    1.99 +template <typename TReal>
   1.100 +AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::Normalize() { 
   1.101 +	*this /= Length(); return *this;
   1.102 +}
   1.103 +// ------------------------------------------------------------------------------------------------
   1.104 +template <typename TReal>
   1.105 +AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator += (const aiVector3t<TReal>& o) {
   1.106 +	x += o.x; y += o.y; z += o.z; return *this; 
   1.107 +}
   1.108 +// ------------------------------------------------------------------------------------------------
   1.109 +template <typename TReal>
   1.110 +AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator -= (const aiVector3t<TReal>& o) {
   1.111 +	x -= o.x; y -= o.y; z -= o.z; return *this;
   1.112 +}
   1.113 +// ------------------------------------------------------------------------------------------------
   1.114 +template <typename TReal>
   1.115 +AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator *= (TReal f) {
   1.116 +	x *= f; y *= f; z *= f; return *this; 
   1.117 +}
   1.118 +// ------------------------------------------------------------------------------------------------
   1.119 +template <typename TReal>
   1.120 +AI_FORCE_INLINE const aiVector3t<TReal>& aiVector3t<TReal>::operator /= (TReal f) {
   1.121 +	x /= f; y /= f; z /= f; return *this; 
   1.122 +}
   1.123 +// ------------------------------------------------------------------------------------------------
   1.124 +template <typename TReal>
   1.125 +AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix3x3t<TReal>& mat){
   1.126 +	return(*this =  mat * (*this));
   1.127 +}
   1.128 +// ------------------------------------------------------------------------------------------------
   1.129 +template <typename TReal>
   1.130 +AI_FORCE_INLINE aiVector3t<TReal>& aiVector3t<TReal>::operator *= (const aiMatrix4x4t<TReal>& mat){
   1.131 +	return(*this = mat * (*this));
   1.132 +}
   1.133 +// ------------------------------------------------------------------------------------------------
   1.134 +template <typename TReal>
   1.135 +AI_FORCE_INLINE TReal aiVector3t<TReal>::operator[](unsigned int i) const {
   1.136 +	return *(&x + i);
   1.137 +}
   1.138 +// ------------------------------------------------------------------------------------------------
   1.139 +template <typename TReal>
   1.140 +AI_FORCE_INLINE TReal& aiVector3t<TReal>::operator[](unsigned int i) {
   1.141 +	return *(&x + i);
   1.142 +}
   1.143 +// ------------------------------------------------------------------------------------------------
   1.144 +template <typename TReal>
   1.145 +AI_FORCE_INLINE bool aiVector3t<TReal>::operator== (const aiVector3t<TReal>& other) const {
   1.146 +	return x == other.x && y == other.y && z == other.z;
   1.147 +}
   1.148 +// ------------------------------------------------------------------------------------------------
   1.149 +template <typename TReal>
   1.150 +AI_FORCE_INLINE bool aiVector3t<TReal>::operator!= (const aiVector3t<TReal>& other) const {
   1.151 +	return x != other.x || y != other.y || z != other.z;
   1.152 +}
   1.153 +// ------------------------------------------------------------------------------------------------
   1.154 +template <typename TReal>
   1.155 +AI_FORCE_INLINE const aiVector3t<TReal> aiVector3t<TReal>::SymMul(const aiVector3t<TReal>& o) {
   1.156 +	return aiVector3t<TReal>(x*o.x,y*o.y,z*o.z);
   1.157 +}
   1.158 +// ------------------------------------------------------------------------------------------------
   1.159 +// symmetric addition
   1.160 +template <typename TReal>
   1.161 +AI_FORCE_INLINE aiVector3t<TReal> operator + (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2)	{
   1.162 +	return aiVector3t<TReal>( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
   1.163 +}
   1.164 +// ------------------------------------------------------------------------------------------------
   1.165 +// symmetric subtraction
   1.166 +template <typename TReal>
   1.167 +AI_FORCE_INLINE aiVector3t<TReal> operator - (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2)	{
   1.168 +	return aiVector3t<TReal>( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
   1.169 +}
   1.170 +// ------------------------------------------------------------------------------------------------
   1.171 +// scalar product
   1.172 +template <typename TReal>
   1.173 +AI_FORCE_INLINE TReal operator * (const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2)	{
   1.174 +	return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
   1.175 +}
   1.176 +// ------------------------------------------------------------------------------------------------
   1.177 +// scalar multiplication
   1.178 +template <typename TReal>
   1.179 +AI_FORCE_INLINE aiVector3t<TReal> operator * ( TReal f, const aiVector3t<TReal>& v)	{
   1.180 +	return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
   1.181 +}
   1.182 +// ------------------------------------------------------------------------------------------------
   1.183 +// and the other way around
   1.184 +template <typename TReal>
   1.185 +AI_FORCE_INLINE  aiVector3t<TReal> operator * ( const aiVector3t<TReal>& v, TReal f)	{
   1.186 +	return aiVector3t<TReal>( f*v.x, f*v.y, f*v.z);
   1.187 +}
   1.188 +// ------------------------------------------------------------------------------------------------
   1.189 +// scalar division
   1.190 +template <typename TReal>
   1.191 +AI_FORCE_INLINE  aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, TReal f)	{
   1.192 +	return v * (1/f);
   1.193 +}
   1.194 +// ------------------------------------------------------------------------------------------------
   1.195 +// vector division
   1.196 +template <typename TReal>
   1.197 +AI_FORCE_INLINE  aiVector3t<TReal> operator / ( const aiVector3t<TReal>& v, const aiVector3t<TReal>& v2)	{
   1.198 +	return aiVector3t<TReal>(v.x / v2.x,v.y / v2.y,v.z / v2.z);
   1.199 +}
   1.200 +// ------------------------------------------------------------------------------------------------
   1.201 +// cross product
   1.202 +template <typename TReal>
   1.203 +AI_FORCE_INLINE  aiVector3t<TReal> operator ^ ( const aiVector3t<TReal>& v1, const aiVector3t<TReal>& v2)	{
   1.204 +	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);
   1.205 +}
   1.206 +// ------------------------------------------------------------------------------------------------
   1.207 +// vector negation
   1.208 +template <typename TReal>
   1.209 +AI_FORCE_INLINE  aiVector3t<TReal> operator - ( const aiVector3t<TReal>& v)	{
   1.210 +	return aiVector3t<TReal>( -v.x, -v.y, -v.z);
   1.211 +}
   1.212 +
   1.213 +
   1.214 +#endif // __cplusplus
   1.215 +#endif // AI_VECTOR3D_INL_INC