1// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2//
3// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
6//
7// http://www.apache.org/licenses/LICENSE-2.0
8//
9// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
14
15#include "Point.hpp"
16
17#include "Matrix.hpp"
18
19namespace sw
20{
21 Point &Point::operator+=(const Vector &v)
22 {
23 x += v.x;
24 y += v.y;
25 z += v.z;
26
27 return *this;
28 }
29
30 Point &Point::operator-=(const Vector &v)
31 {
32 x -= v.x;
33 y -= v.y;
34 z -= v.z;
35
36 return *this;
37 }
38
39 Point operator+(const Point &P, const Vector &v)
40 {
41 return Point(P.x + v.x, P.y + v.y, P.z + v.z);
42 }
43
44 Point operator-(const Point &P, const Vector &v)
45 {
46 return Point(P.x - v.x, P.y - v.y, P.z - v.z);
47 }
48
49 Vector operator-(const Point &P, const Point &Q)
50 {
51 return Vector(P.x - Q.x, P.y - Q.y, P.z - Q.z);
52 }
53
54 Point operator*(const Matrix &M, const Point &P)
55 {
56 return Point(M(1, 1) * P.x + M(1, 2) * P.y + M(1, 3) * P.z + M(1, 4),
57 M(2, 1) * P.x + M(2, 2) * P.y + M(2, 3) * P.z + M(2, 4),
58 M(3, 1) * P.x + M(3, 2) * P.y + M(3, 3) * P.z + M(3, 4));
59 }
60
61 Point operator*(const Point &P, const Matrix &M)
62 {
63 return Point(P.x * M(1, 1) + P.y * M(2, 1) + P.z * M(3, 1),
64 P.x * M(1, 2) + P.y * M(2, 2) + P.z * M(3, 2),
65 P.x * M(1, 3) + P.y * M(2, 3) + P.z * M(3, 3));
66 }
67
68 Point &operator*=(Point &P, const Matrix &M)
69 {
70 return P = P * M;
71 }
72
73 float Point::d(const Point &P) const
74 {
75 return Vector::N(*this - P);
76 }
77
78 float Point::d2(const Point &P) const
79 {
80 return Vector::N2(*this - P);
81 }
82
83 float Point::d(const Point &P, const Point &Q)
84 {
85 return Vector::N(P - Q);
86 }
87
88 float Point::d2(const Point &P, const Point &Q)
89 {
90 return Vector::N2(P - Q);
91 }
92}
93