| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
 | // | 
 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
 | // you may not use this file except in compliance with the License. | 
 | // You may obtain a copy of the License at | 
 | // | 
 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
 | // | 
 | // Unless required by applicable law or agreed to in writing, software | 
 | // distributed under the License is distributed on an "AS IS" BASIS, | 
 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 | // See the License for the specific language governing permissions and | 
 | // limitations under the License. | 
 |  | 
 | #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); | 
 | 	} | 
 | } |