|  | // 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. | 
|  |  | 
|  | #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 |