|  | // 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. | 
|  | // | 
|  |  | 
|  | #include "Vector.hpp" | 
|  |  | 
|  | #include "Math.hpp" | 
|  | #include "Matrix.hpp" | 
|  |  | 
|  | namespace sw | 
|  | { | 
|  | Vector Vector::operator+() const | 
|  | { | 
|  | return *this; | 
|  | } | 
|  |  | 
|  | Vector Vector::operator-() const | 
|  | { | 
|  | return Vector(-x, -y, -z); | 
|  | } | 
|  |  | 
|  | Vector &Vector::operator+=(const Vector &v) | 
|  | { | 
|  | x += v.x; | 
|  | y += v.y; | 
|  | z += v.z; | 
|  |  | 
|  | return *this; | 
|  | } | 
|  |  | 
|  | Vector &Vector::operator-=(const Vector &v) | 
|  | { | 
|  | x -= v.x; | 
|  | y -= v.y; | 
|  | z -= v.z; | 
|  |  | 
|  | return *this; | 
|  | } | 
|  |  | 
|  | Vector &Vector::operator*=(float s) | 
|  | { | 
|  | x *= s; | 
|  | y *= s; | 
|  | z *= s; | 
|  |  | 
|  | return *this; | 
|  | } | 
|  |  | 
|  | Vector &Vector::operator/=(float s) | 
|  | { | 
|  | float r = 1.0f / s; | 
|  |  | 
|  | return *this *= r; | 
|  | } | 
|  |  | 
|  | bool operator==(const Vector &U, const Vector &v) | 
|  | { | 
|  | if(U.x == v.x && U.y == v.y && U.z == v.z) | 
|  | return true; | 
|  | else | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool operator!=(const Vector &U, const Vector &v) | 
|  | { | 
|  | if(U.x != v.x || U.y != v.y || U.z != v.z) | 
|  | return true; | 
|  | else | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool operator>(const Vector &u, const Vector &v) | 
|  | { | 
|  | if((u^2) > (v^2)) | 
|  | return true; | 
|  | else | 
|  | return false; | 
|  | } | 
|  |  | 
|  | bool operator<(const Vector &u, const Vector &v) | 
|  | { | 
|  | if((u^2) < (v^2)) | 
|  | return true; | 
|  | else | 
|  | return false; | 
|  | } | 
|  |  | 
|  | Vector operator+(const Vector &u, const Vector &v) | 
|  | { | 
|  | return Vector(u.x + v.x, u.y + v.y, u.z + v.z); | 
|  | } | 
|  |  | 
|  | Vector operator-(const Vector &u, const Vector &v) | 
|  | { | 
|  | return Vector(u.x - v.x, u.y - v.y, u.z - v.z); | 
|  | } | 
|  |  | 
|  | float operator*(const Vector &u, const Vector &v) | 
|  | { | 
|  | return u.x * v.x + u.y * v.y + u.z * v.z; | 
|  | } | 
|  |  | 
|  | Vector operator*(float s, const Vector &v) | 
|  | { | 
|  | return Vector(s * v.x, s * v.y, s * v.z); | 
|  | } | 
|  |  | 
|  | Vector operator*(const Vector &v, float s) | 
|  | { | 
|  | return Vector(v.x * s, v.y * s, v.z * s); | 
|  | } | 
|  |  | 
|  | Vector operator/(const Vector &v, float s) | 
|  | { | 
|  | float r = 1.0f / s; | 
|  |  | 
|  | return Vector(v.x * r, v.y * r, v.z * r); | 
|  | } | 
|  |  | 
|  | float operator^(const Vector &u, const Vector &v) | 
|  | { | 
|  | return acos(u / Vector::N(u) * v / Vector::N(v)); | 
|  | } | 
|  |  | 
|  | Vector operator%(const Vector &u, const Vector &v) | 
|  | { | 
|  | return Vector(u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z, u.x * v.y - u.y * v.x); | 
|  | } | 
|  |  | 
|  | Vector operator*(const Matrix &M, const Vector &v) | 
|  | { | 
|  | return Vector(M(1, 1) * v.x + M(1, 2) * v.y + M(1, 3) * v.z, | 
|  | M(2, 1) * v.x + M(2, 2) * v.y + M(2, 3) * v.z, | 
|  | M(3, 1) * v.x + M(3, 2) * v.y + M(3, 3) * v.z); | 
|  | } | 
|  |  | 
|  | Vector operator*(const Vector &v, const Matrix &M) | 
|  | { | 
|  | return Vector(v.x * M(1, 1) + v.y * M(2, 1) + v.z * M(3, 1) + M(4, 1), | 
|  | v.x * M(1, 2) + v.y * M(2, 2) + v.z * M(3, 2) + M(4, 2), | 
|  | v.x * M(1, 3) + v.y * M(2, 3) + v.z * M(3, 3) + M(4, 3)); | 
|  | } | 
|  |  | 
|  | Vector &operator*=(Vector &v, const Matrix &M) | 
|  | { | 
|  | return v = v * M; | 
|  | } | 
|  |  | 
|  | float Vector::N(const Vector &v) | 
|  | { | 
|  | return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); | 
|  | } | 
|  |  | 
|  | float Vector::N2(const Vector &v) | 
|  | { | 
|  | return v.x*v.x + v.y*v.y + v.z*v.z; | 
|  | } | 
|  |  | 
|  | Vector lerp(const Vector &u, const Vector &v, float t) | 
|  | { | 
|  | return Vector(u.x + t * (v.x - u.x), | 
|  | u.y + t * (v.y - u.y), | 
|  | u.z + t * (v.z - u.x)); | 
|  | } | 
|  | } |