| 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 "Point.hpp" | 
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| 16 |  | 
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| 17 | #include "Matrix.hpp" | 
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| 18 |  | 
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| 19 | namespace sw | 
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| 20 | { | 
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| 21 | Point &Point::operator+=(const Vector &v) | 
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| 22 | { | 
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| 23 | x += v.x; | 
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| 24 | y += v.y; | 
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| 25 | z += v.z; | 
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| 26 |  | 
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| 27 | return *this; | 
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| 28 | } | 
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| 29 |  | 
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| 30 | Point &Point::operator-=(const Vector &v) | 
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| 31 | { | 
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| 32 | x -= v.x; | 
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| 33 | y -= v.y; | 
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| 34 | z -= v.z; | 
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| 35 |  | 
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| 36 | return *this; | 
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| 37 | } | 
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| 38 |  | 
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| 39 | Point operator+(const Point &P, const Vector &v) | 
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| 40 | { | 
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| 41 | return Point(P.x + v.x, P.y + v.y, P.z + v.z); | 
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| 42 | } | 
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| 43 |  | 
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| 44 | Point operator-(const Point &P, const Vector &v) | 
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| 45 | { | 
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| 46 | return Point(P.x - v.x, P.y - v.y, P.z - v.z); | 
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| 47 | } | 
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| 48 |  | 
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| 49 | Vector operator-(const Point &P, const Point &Q) | 
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| 50 | { | 
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| 51 | return Vector(P.x - Q.x, P.y - Q.y, P.z - Q.z); | 
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| 52 | } | 
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| 53 |  | 
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| 54 | Point operator*(const Matrix &M, const Point &P) | 
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| 55 | { | 
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| 56 | return Point(M(1, 1) * P.x + M(1, 2) * P.y + M(1, 3) * P.z + M(1, 4), | 
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| 57 | M(2, 1) * P.x + M(2, 2) * P.y + M(2, 3) * P.z + M(2, 4), | 
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| 58 | M(3, 1) * P.x + M(3, 2) * P.y + M(3, 3) * P.z + M(3, 4)); | 
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| 59 | } | 
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| 60 |  | 
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| 61 | Point operator*(const Point &P, const Matrix &M) | 
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| 62 | { | 
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| 63 | return Point(P.x * M(1, 1) + P.y * M(2, 1) + P.z * M(3, 1), | 
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| 64 | P.x * M(1, 2) + P.y * M(2, 2) + P.z * M(3, 2), | 
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| 65 | P.x * M(1, 3) + P.y * M(2, 3) + P.z * M(3, 3)); | 
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| 66 | } | 
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| 67 |  | 
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| 68 | Point &operator*=(Point &P, const Matrix &M) | 
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| 69 | { | 
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| 70 | return P = P * M; | 
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| 71 | } | 
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| 72 |  | 
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| 73 | float Point::d(const Point &P) const | 
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| 74 | { | 
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| 75 | return Vector::N(*this - P); | 
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| 76 | } | 
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| 77 |  | 
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| 78 | float Point::d2(const Point &P) const | 
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| 79 | { | 
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| 80 | return Vector::N2(*this - P); | 
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| 81 | } | 
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| 82 |  | 
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| 83 | float Point::d(const Point &P, const Point &Q) | 
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| 84 | { | 
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| 85 | return Vector::N(P - Q); | 
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| 86 | } | 
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| 87 |  | 
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| 88 | float Point::d2(const Point &P, const Point &Q) | 
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| 89 | { | 
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| 90 | return Vector::N2(P - Q); | 
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| 91 | } | 
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| 92 | } | 
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| 93 |  | 
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