| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2011 TransGaming Inc. |
| // |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, |
| // transcribed, stored in a retrieval system, translated into any human or computer |
| // language by any means, or disclosed to third parties without the explicit written |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express |
| // or implied, including but not limited to any patent rights, are granted to you. |
| // |
| |
| #ifndef Point_hpp |
| #define Point_hpp |
| |
| namespace sw |
| { |
| struct Vector; |
| struct Matrix; |
| |
| struct Point |
| { |
| Point(); |
| Point(const int i); |
| Point(const Point &P); |
| Point(const Vector &v); |
| Point(float Px, float Py, float Pz); |
| |
| Point &operator=(const Point &P); |
| |
| union |
| { |
| float p[3]; |
| |
| struct |
| { |
| float x; |
| float y; |
| float z; |
| }; |
| }; |
| |
| float &operator[](int i); |
| float &operator()(int i); |
| |
| const float &operator[](int i) const; |
| const float &operator()(int i) const; |
| |
| Point &operator+=(const Vector &v); |
| Point &operator-=(const Vector &v); |
| |
| friend Point operator+(const Point &P, const Vector &v); |
| friend Point operator-(const Point &P, const Vector &v); |
| |
| friend Vector operator-(const Point &P, const Point &Q); |
| |
| friend Point operator*(const Matrix &M, const Point& P); |
| friend Point operator*(const Point &P, const Matrix &M); |
| friend Point &operator*=(Point &P, const Matrix &M); |
| |
| float d(const Point &P) const; // Distance between two points |
| float d2(const Point &P) const; // Squared distance between two points |
| |
| static float d(const Point &P, const Point &Q); // Distance between two points |
| static float d2(const Point &P, const Point &Q); // Squared distance between two points |
| }; |
| } |
| |
| #include "Vector.hpp" |
| |
| namespace sw |
| { |
| inline Point::Point() |
| { |
| } |
| |
| inline Point::Point(const int i) |
| { |
| const float s = (float)i; |
| |
| x = s; |
| y = s; |
| z = s; |
| } |
| |
| inline Point::Point(const Point &P) |
| { |
| x = P.x; |
| y = P.y; |
| z = P.z; |
| } |
| |
| inline Point::Point(const Vector &v) |
| { |
| x = v.x; |
| y = v.y; |
| z = v.z; |
| } |
| |
| inline Point::Point(float P_x, float P_y, float P_z) |
| { |
| x = P_x; |
| y = P_y; |
| z = P_z; |
| } |
| |
| inline Point &Point::operator=(const Point &P) |
| { |
| x = P.x; |
| y = P.y; |
| z = P.z; |
| |
| return *this; |
| } |
| |
| inline float &Point::operator()(int i) |
| { |
| return p[i]; |
| } |
| |
| inline float &Point::operator[](int i) |
| { |
| return p[i]; |
| } |
| |
| inline const float &Point::operator()(int i) const |
| { |
| return p[i]; |
| } |
| |
| inline const float &Point::operator[](int i) const |
| { |
| return p[i]; |
| } |
| } |
| |
| #endif // Point_hpp |