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 "Vector.hpp" |
16 | |
17 | #include "Matrix.hpp" |
18 | #include "Common/Math.hpp" |
19 | |
20 | namespace sw |
21 | { |
22 | Vector Vector::operator+() const |
23 | { |
24 | return *this; |
25 | } |
26 | |
27 | Vector Vector::operator-() const |
28 | { |
29 | return Vector(-x, -y, -z); |
30 | } |
31 | |
32 | Vector &Vector::operator+=(const Vector &v) |
33 | { |
34 | x += v.x; |
35 | y += v.y; |
36 | z += v.z; |
37 | |
38 | return *this; |
39 | } |
40 | |
41 | Vector &Vector::operator-=(const Vector &v) |
42 | { |
43 | x -= v.x; |
44 | y -= v.y; |
45 | z -= v.z; |
46 | |
47 | return *this; |
48 | } |
49 | |
50 | Vector &Vector::operator*=(float s) |
51 | { |
52 | x *= s; |
53 | y *= s; |
54 | z *= s; |
55 | |
56 | return *this; |
57 | } |
58 | |
59 | Vector &Vector::operator/=(float s) |
60 | { |
61 | float r = 1.0f / s; |
62 | |
63 | return *this *= r; |
64 | } |
65 | |
66 | bool operator==(const Vector &U, const Vector &v) |
67 | { |
68 | if(U.x == v.x && U.y == v.y && U.z == v.z) |
69 | return true; |
70 | else |
71 | return false; |
72 | } |
73 | |
74 | bool operator!=(const Vector &U, const Vector &v) |
75 | { |
76 | if(U.x != v.x || U.y != v.y || U.z != v.z) |
77 | return true; |
78 | else |
79 | return false; |
80 | } |
81 | |
82 | bool operator>(const Vector &u, const Vector &v) |
83 | { |
84 | if((u^2) > (v^2)) |
85 | return true; |
86 | else |
87 | return false; |
88 | } |
89 | |
90 | bool operator<(const Vector &u, const Vector &v) |
91 | { |
92 | if((u^2) < (v^2)) |
93 | return true; |
94 | else |
95 | return false; |
96 | } |
97 | |
98 | Vector operator+(const Vector &u, const Vector &v) |
99 | { |
100 | return Vector(u.x + v.x, u.y + v.y, u.z + v.z); |
101 | } |
102 | |
103 | Vector operator-(const Vector &u, const Vector &v) |
104 | { |
105 | return Vector(u.x - v.x, u.y - v.y, u.z - v.z); |
106 | } |
107 | |
108 | float operator*(const Vector &u, const Vector &v) |
109 | { |
110 | return u.x * v.x + u.y * v.y + u.z * v.z; |
111 | } |
112 | |
113 | Vector operator*(float s, const Vector &v) |
114 | { |
115 | return Vector(s * v.x, s * v.y, s * v.z); |
116 | } |
117 | |
118 | Vector operator*(const Vector &v, float s) |
119 | { |
120 | return Vector(v.x * s, v.y * s, v.z * s); |
121 | } |
122 | |
123 | Vector operator/(const Vector &v, float s) |
124 | { |
125 | float r = 1.0f / s; |
126 | |
127 | return Vector(v.x * r, v.y * r, v.z * r); |
128 | } |
129 | |
130 | float operator^(const Vector &u, const Vector &v) |
131 | { |
132 | return acos(u / Vector::N(u) * v / Vector::N(v)); |
133 | } |
134 | |
135 | Vector operator%(const Vector &u, const Vector &v) |
136 | { |
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); |
138 | } |
139 | |
140 | Vector operator*(const Matrix &M, const Vector &v) |
141 | { |
142 | return Vector(M(1, 1) * v.x + M(1, 2) * v.y + M(1, 3) * v.z, |
143 | M(2, 1) * v.x + M(2, 2) * v.y + M(2, 3) * v.z, |
144 | M(3, 1) * v.x + M(3, 2) * v.y + M(3, 3) * v.z); |
145 | } |
146 | |
147 | Vector operator*(const Vector &v, const Matrix &M) |
148 | { |
149 | return Vector(v.x * M(1, 1) + v.y * M(2, 1) + v.z * M(3, 1) + M(4, 1), |
150 | v.x * M(1, 2) + v.y * M(2, 2) + v.z * M(3, 2) + M(4, 2), |
151 | v.x * M(1, 3) + v.y * M(2, 3) + v.z * M(3, 3) + M(4, 3)); |
152 | } |
153 | |
154 | Vector &operator*=(Vector &v, const Matrix &M) |
155 | { |
156 | return v = v * M; |
157 | } |
158 | |
159 | float Vector::N(const Vector &v) |
160 | { |
161 | return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); |
162 | } |
163 | |
164 | float Vector::N2(const Vector &v) |
165 | { |
166 | return v.x*v.x + v.y*v.y + v.z*v.z; |
167 | } |
168 | |
169 | Vector lerp(const Vector &u, const Vector &v, float t) |
170 | { |
171 | return Vector(u.x + t * (v.x - u.x), |
172 | u.y + t * (v.y - u.y), |
173 | u.z + t * (v.z - u.z)); |
174 | } |
175 | } |
176 | |