| // 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 "Vector.hpp" |
| |
| #include "Matrix.hpp" |
| #include "System/Math.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.z)); |
| } |
| |
| } // namespace sw |