| // 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 |