// 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 |