// 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 |