| // 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 Vector_hpp |
| #define Vector_hpp |
| |
| namespace sw |
| { |
| struct Point; |
| struct Matrix; |
| struct Plane; |
| |
| struct Vector |
| { |
| Vector(); |
| Vector(const int i); |
| Vector(const Vector &v); |
| Vector(const Point &p); |
| Vector(float v_x, float v_y, float v_z); |
| |
| Vector &operator=(const Vector &v); |
| |
| union |
| { |
| float v[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; |
| |
| Vector operator+() const; |
| Vector operator-() const; |
| |
| Vector &operator+=(const Vector &v); |
| Vector &operator-=(const Vector &v); |
| Vector &operator*=(float s); |
| Vector &operator/=(float s); |
| |
| friend bool operator==(const Vector &u, const Vector &v); |
| friend bool operator!=(const Vector &u, const Vector &v); |
| |
| friend Vector operator+(const Vector &u, const Vector &v); |
| friend Vector operator-(const Vector &u, const Vector &v); |
| friend float operator*(const Vector &u, const Vector &v); // Dot product |
| friend Vector operator*(float s, const Vector &v); |
| friend Vector operator*(const Vector &v, float s); |
| friend Vector operator/(const Vector &v, float s); |
| friend float operator^(const Vector &u, const Vector &v); // Angle between vectors |
| friend Vector operator%(const Vector &u, const Vector &v); // Cross product |
| |
| friend Vector operator*(const Matrix &M, const Vector& v); |
| friend Vector operator*(const Vector &v, const Matrix &M); |
| friend Vector &operator*=(Vector &v, const Matrix &M); |
| |
| static float N(const Vector &v); // Norm |
| static float N2(const Vector &v); // Squared norm |
| |
| static Vector mirror(const Vector &v, const Plane &p); |
| static Vector reflect(const Vector &v, const Plane &p); |
| static Vector lerp(const Vector &u, const Vector &v, float t); |
| }; |
| } |
| |
| #include "Point.hpp" |
| |
| namespace sw |
| { |
| inline Vector::Vector() |
| { |
| } |
| |
| inline Vector::Vector(const int i) |
| { |
| const float s = (float)i; |
| |
| x = s; |
| y = s; |
| z = s; |
| } |
| |
| inline Vector::Vector(const Vector &v) |
| { |
| x = v.x; |
| y = v.y; |
| z = v.z; |
| } |
| |
| inline Vector::Vector(const Point &P) |
| { |
| x = P.x; |
| y = P.y; |
| z = P.z; |
| } |
| |
| inline Vector::Vector(float v_x, float v_y, float v_z) |
| { |
| x = v_x; |
| y = v_y; |
| z = v_z; |
| } |
| |
| inline Vector &Vector::operator=(const Vector &v) |
| { |
| x = v.x; |
| y = v.y; |
| z = v.z; |
| |
| return *this; |
| } |
| |
| inline float &Vector::operator()(int i) |
| { |
| return v[i]; |
| } |
| |
| inline float &Vector::operator[](int i) |
| { |
| return v[i]; |
| } |
| |
| inline const float &Vector::operator()(int i) const |
| { |
| return v[i]; |
| } |
| |
| inline const float &Vector::operator[](int i) const |
| { |
| return v[i]; |
| } |
| } |
| |
| #endif // Vector_hpp |