| 1 | // Copyright 2016 The SwiftShader Authors. All Rights Reserved. | 
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| 2 | // | 
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| 3 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
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| 4 | // you may not use this file except in compliance with the License. | 
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| 5 | // You may obtain a copy of the License at | 
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| 6 | // | 
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| 7 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
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| 8 | // | 
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| 9 | // Unless required by applicable law or agreed to in writing, software | 
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| 10 | // distributed under the License is distributed on an "AS IS" BASIS, | 
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| 11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
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| 12 | // See the License for the specific language governing permissions and | 
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| 13 | // limitations under the License. | 
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| 14 |  | 
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| 15 | #include "Vector.hpp" | 
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| 16 |  | 
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| 17 | #include "Matrix.hpp" | 
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| 18 | #include "System/Math.hpp" | 
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| 19 |  | 
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| 20 | namespace sw | 
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| 21 | { | 
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| 22 | Vector Vector::operator+() const | 
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| 23 | { | 
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| 24 | return *this; | 
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| 25 | } | 
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| 26 |  | 
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| 27 | Vector Vector::operator-() const | 
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| 28 | { | 
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| 29 | return Vector(-x, -y, -z); | 
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| 30 | } | 
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| 31 |  | 
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| 32 | Vector &Vector::operator+=(const Vector &v) | 
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| 33 | { | 
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| 34 | x += v.x; | 
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| 35 | y += v.y; | 
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| 36 | z += v.z; | 
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| 37 |  | 
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| 38 | return *this; | 
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| 39 | } | 
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| 40 |  | 
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| 41 | Vector &Vector::operator-=(const Vector &v) | 
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| 42 | { | 
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| 43 | x -= v.x; | 
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| 44 | y -= v.y; | 
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| 45 | z -= v.z; | 
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| 46 |  | 
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| 47 | return *this; | 
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| 48 | } | 
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| 49 |  | 
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| 50 | Vector &Vector::operator*=(float s) | 
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| 51 | { | 
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| 52 | x *= s; | 
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| 53 | y *= s; | 
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| 54 | z *= s; | 
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| 55 |  | 
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| 56 | return *this; | 
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| 57 | } | 
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| 58 |  | 
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| 59 | Vector &Vector::operator/=(float s) | 
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| 60 | { | 
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| 61 | float r = 1.0f / s; | 
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| 62 |  | 
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| 63 | return *this *= r; | 
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| 64 | } | 
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| 65 |  | 
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| 66 | bool operator==(const Vector &U, const Vector &v) | 
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| 67 | { | 
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| 68 | if(U.x == v.x && U.y == v.y && U.z == v.z) | 
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| 69 | return true; | 
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| 70 | else | 
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| 71 | return false; | 
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| 72 | } | 
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| 73 |  | 
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| 74 | bool operator!=(const Vector &U, const Vector &v) | 
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| 75 | { | 
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| 76 | if(U.x != v.x || U.y != v.y || U.z != v.z) | 
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| 77 | return true; | 
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| 78 | else | 
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| 79 | return false; | 
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| 80 | } | 
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| 81 |  | 
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| 82 | bool operator>(const Vector &u, const Vector &v) | 
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| 83 | { | 
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| 84 | if((u^2) > (v^2)) | 
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| 85 | return true; | 
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| 86 | else | 
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| 87 | return false; | 
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| 88 | } | 
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| 89 |  | 
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| 90 | bool operator<(const Vector &u, const Vector &v) | 
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| 91 | { | 
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| 92 | if((u^2) < (v^2)) | 
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| 93 | return true; | 
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| 94 | else | 
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| 95 | return false; | 
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| 96 | } | 
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| 97 |  | 
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| 98 | Vector operator+(const Vector &u, const Vector &v) | 
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| 99 | { | 
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| 100 | return Vector(u.x + v.x, u.y + v.y, u.z + v.z); | 
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| 101 | } | 
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| 102 |  | 
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| 103 | Vector operator-(const Vector &u, const Vector &v) | 
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| 104 | { | 
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| 105 | return Vector(u.x - v.x, u.y - v.y, u.z - v.z); | 
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| 106 | } | 
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| 107 |  | 
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| 108 | float operator*(const Vector &u, const Vector &v) | 
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| 109 | { | 
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| 110 | return u.x * v.x + u.y * v.y + u.z * v.z; | 
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| 111 | } | 
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| 112 |  | 
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| 113 | Vector operator*(float s, const Vector &v) | 
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| 114 | { | 
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| 115 | return Vector(s * v.x, s * v.y, s * v.z); | 
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| 116 | } | 
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| 117 |  | 
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| 118 | Vector operator*(const Vector &v, float s) | 
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| 119 | { | 
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| 120 | return Vector(v.x * s, v.y * s, v.z * s); | 
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| 121 | } | 
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| 122 |  | 
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| 123 | Vector operator/(const Vector &v, float s) | 
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| 124 | { | 
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| 125 | float r = 1.0f / s; | 
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| 126 |  | 
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| 127 | return Vector(v.x * r, v.y * r, v.z * r); | 
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| 128 | } | 
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| 129 |  | 
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| 130 | float operator^(const Vector &u, const Vector &v) | 
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| 131 | { | 
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| 132 | return acos(u / Vector::N(u) * v / Vector::N(v)); | 
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| 133 | } | 
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| 134 |  | 
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| 135 | Vector operator%(const Vector &u, const Vector &v) | 
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| 136 | { | 
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| 137 | 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); | 
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| 138 | } | 
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| 139 |  | 
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| 140 | Vector operator*(const Matrix &M, const Vector &v) | 
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| 141 | { | 
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| 142 | return Vector(M(1, 1) * v.x + M(1, 2) * v.y + M(1, 3) * v.z, | 
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| 143 | M(2, 1) * v.x + M(2, 2) * v.y + M(2, 3) * v.z, | 
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| 144 | M(3, 1) * v.x + M(3, 2) * v.y + M(3, 3) * v.z); | 
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| 145 | } | 
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| 146 |  | 
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| 147 | Vector operator*(const Vector &v, const Matrix &M) | 
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| 148 | { | 
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| 149 | return Vector(v.x * M(1, 1) + v.y * M(2, 1) + v.z * M(3, 1) + M(4, 1), | 
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| 150 | v.x * M(1, 2) + v.y * M(2, 2) + v.z * M(3, 2) + M(4, 2), | 
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| 151 | v.x * M(1, 3) + v.y * M(2, 3) + v.z * M(3, 3) + M(4, 3)); | 
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| 152 | } | 
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| 153 |  | 
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| 154 | Vector &operator*=(Vector &v, const Matrix &M) | 
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| 155 | { | 
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| 156 | return v = v * M; | 
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| 157 | } | 
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| 158 |  | 
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| 159 | float Vector::N(const Vector &v) | 
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| 160 | { | 
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| 161 | return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); | 
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| 162 | } | 
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| 163 |  | 
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| 164 | float Vector::N2(const Vector &v) | 
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| 165 | { | 
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| 166 | return v.x*v.x + v.y*v.y + v.z*v.z; | 
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| 167 | } | 
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| 168 |  | 
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| 169 | Vector lerp(const Vector &u, const Vector &v, float t) | 
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| 170 | { | 
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| 171 | return Vector(u.x + t * (v.x - u.x), | 
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| 172 | u.y + t * (v.y - u.y), | 
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| 173 | u.z + t * (v.z - u.z)); | 
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| 174 | } | 
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| 175 | } | 
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| 176 |  | 
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