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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ /** @file vector3.inl * @brief Inline implementation of aiVector3t operators */ #pragma once #ifndef AI_VECTOR3D_INL_INC #define AI_VECTOR3D_INL_INC #ifdef __cplusplus #include #include // ------------------------------------------------------------------------------------------------ /** Transformation of a vector by a 3x3 matrix */ template AI_FORCE_INLINE aiVector3t operator * (const aiMatrix3x3t& pMatrix, const aiVector3t& pVector) { aiVector3t res; res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z; res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z; res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z; return res; } // ------------------------------------------------------------------------------------------------ /** Transformation of a vector by a 4x4 matrix */ template AI_FORCE_INLINE aiVector3t operator * (const aiMatrix4x4t& pMatrix, const aiVector3t& pVector) { aiVector3t res; res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4; res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4; res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4; return res; } // ------------------------------------------------------------------------------------------------ template template aiVector3t::operator aiVector3t () const { return aiVector3t(static_cast(x),static_cast(y),static_cast(z)); } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE void aiVector3t::Set( TReal pX, TReal pY, TReal pZ) { x = pX; y = pY; z = pZ; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE TReal aiVector3t::SquareLength() const { return x*x + y*y + z*z; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE TReal aiVector3t::Length() const { return std::sqrt( SquareLength()); } // ------------------------------------------------------------------------------------------------ template aiVector3t& aiVector3t::Normalize() { const TReal l = Length(); if (l == 0) { return *this; } *this /= Length(); return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE aiVector3t& aiVector3t::NormalizeSafe() { TReal len = Length(); if ( len > static_cast< TReal >( 0 ) ) { *this /= len; } return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE const aiVector3t& aiVector3t::operator += (const aiVector3t& o) { x += o.x; y += o.y; z += o.z; return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE const aiVector3t& aiVector3t::operator -= (const aiVector3t& o) { x -= o.x; y -= o.y; z -= o.z; return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE const aiVector3t& aiVector3t::operator *= (TReal f) { x *= f; y *= f; z *= f; return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE const aiVector3t& aiVector3t::operator /= (TReal f) { if ( f == static_cast(0.0)) { return *this; } const TReal invF = (TReal) 1.0 / f; x *= invF; y *= invF; z *= invF; return *this; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE aiVector3t& aiVector3t::operator *= (const aiMatrix3x3t& mat){ return (*this = mat * (*this)); } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE aiVector3t& aiVector3t::operator *= (const aiMatrix4x4t& mat){ return (*this = mat * (*this)); } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE TReal aiVector3t::operator[](unsigned int i) const { switch (i) { case 0: return x; case 1: return y; case 2: return z; default: break; } return x; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE TReal& aiVector3t::operator[](unsigned int i) { switch (i) { case 0: return x; case 1: return y; case 2: return z; default: break; } return x; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE bool aiVector3t::operator== (const aiVector3t& other) const { return x == other.x && y == other.y && z == other.z; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE bool aiVector3t::operator!= (const aiVector3t& other) const { return x != other.x || y != other.y || z != other.z; } // --------------------------------------------------------------------------- template AI_FORCE_INLINE bool aiVector3t::Equal(const aiVector3t& other, TReal epsilon) const { return std::abs(x - other.x) <= epsilon && std::abs(y - other.y) <= epsilon && std::abs(z - other.z) <= epsilon; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE bool aiVector3t::operator < (const aiVector3t& other) const { return x != other.x ? x < other.x : y != other.y ? y < other.y : z < other.z; } // ------------------------------------------------------------------------------------------------ template AI_FORCE_INLINE const aiVector3t aiVector3t::SymMul(const aiVector3t& o) { return aiVector3t(x*o.x,y*o.y,z*o.z); } // ------------------------------------------------------------------------------------------------ // symmetric addition template AI_FORCE_INLINE aiVector3t operator + (const aiVector3t& v1, const aiVector3t& v2) { return aiVector3t( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } // ------------------------------------------------------------------------------------------------ // symmetric subtraction template AI_FORCE_INLINE aiVector3t operator - (const aiVector3t& v1, const aiVector3t& v2) { return aiVector3t( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } // ------------------------------------------------------------------------------------------------ // scalar product template AI_FORCE_INLINE TReal operator * (const aiVector3t& v1, const aiVector3t& v2) { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } // ------------------------------------------------------------------------------------------------ // scalar multiplication template AI_FORCE_INLINE aiVector3t operator * ( TReal f, const aiVector3t& v) { return aiVector3t( f*v.x, f*v.y, f*v.z); } // ------------------------------------------------------------------------------------------------ // and the other way around template AI_FORCE_INLINE aiVector3t operator * ( const aiVector3t& v, TReal f) { return aiVector3t( f*v.x, f*v.y, f*v.z); } // ------------------------------------------------------------------------------------------------ // scalar division template AI_FORCE_INLINE aiVector3t operator / ( const aiVector3t& v, TReal f) { return v * (1/f); } // ------------------------------------------------------------------------------------------------ // vector division template AI_FORCE_INLINE aiVector3t operator / ( const aiVector3t& v, const aiVector3t& v2) { return aiVector3t(v.x / v2.x,v.y / v2.y,v.z / v2.z); } // ------------------------------------------------------------------------------------------------ // cross product template AI_FORCE_INLINE aiVector3t operator ^ ( const aiVector3t& v1, const aiVector3t& v2) { return aiVector3t( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); } // ------------------------------------------------------------------------------------------------ // vector negation template AI_FORCE_INLINE aiVector3t operator - ( const aiVector3t& v) { return aiVector3t( -v.x, -v.y, -v.z); } // ------------------------------------------------------------------------------------------------ #endif // __cplusplus #endif // AI_VECTOR3D_INL_INC