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// 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