| // 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 "Point.hpp" | |
| #include "Matrix.hpp" | |
| namespace sw | |
| { | |
| Point &Point::operator+=(const Vector &v) | |
| { | |
| x += v.x; | |
| y += v.y; | |
| z += v.z; | |
| return *this; | |
| } | |
| Point &Point::operator-=(const Vector &v) | |
| { | |
| x -= v.x; | |
| y -= v.y; | |
| z -= v.z; | |
| return *this; | |
| } | |
| Point operator+(const Point &P, const Vector &v) | |
| { | |
| return Point(P.x + v.x, P.y + v.y, P.z + v.z); | |
| } | |
| Point operator-(const Point &P, const Vector &v) | |
| { | |
| return Point(P.x - v.x, P.y - v.y, P.z - v.z); | |
| } | |
| Vector operator-(const Point &P, const Point &Q) | |
| { | |
| return Vector(P.x - Q.x, P.y - Q.y, P.z - Q.z); | |
| } | |
| Point operator*(const Matrix &M, const Point &P) | |
| { | |
| return Point(M(1, 1) * P.x + M(1, 2) * P.y + M(1, 3) * P.z + M(1, 4), | |
| M(2, 1) * P.x + M(2, 2) * P.y + M(2, 3) * P.z + M(2, 4), | |
| M(3, 1) * P.x + M(3, 2) * P.y + M(3, 3) * P.z + M(3, 4)); | |
| } | |
| Point operator*(const Point &P, const Matrix &M) | |
| { | |
| return Point(P.x * M(1, 1) + P.y * M(2, 1) + P.z * M(3, 1), | |
| P.x * M(1, 2) + P.y * M(2, 2) + P.z * M(3, 2), | |
| P.x * M(1, 3) + P.y * M(2, 3) + P.z * M(3, 3)); | |
| } | |
| Point &operator*=(Point &P, const Matrix &M) | |
| { | |
| return P = P * M; | |
| } | |
| float Point::d(const Point &P) const | |
| { | |
| return Vector::N(*this - P); | |
| } | |
| float Point::d2(const Point &P) const | |
| { | |
| return Vector::N2(*this - P); | |
| } | |
| float Point::d(const Point &P, const Point &Q) | |
| { | |
| return Vector::N(P - Q); | |
| } | |
| float Point::d2(const Point &P, const Point &Q) | |
| { | |
| return Vector::N2(P - Q); | |
| } | |
| } |