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authorFire-Head <Fire-Head@users.noreply.github.com>2019-06-02 05:00:38 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2019-06-02 05:00:38 +0200
commitb1f9e28cd155459ab2843690c248ed9f4767bc3f (patch)
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+
+/******************************************************************
+ * *
+ * D3DVec.inl *
+ * *
+ * Float-valued 3D vector class for Direct3D. *
+ * *
+ * Copyright (c) Microsoft Corp. All rights reserved. *
+ * *
+ ******************************************************************/
+
+#include <math.h>
+
+// =====================================
+// Constructors
+// =====================================
+
+inline
+_D3DVECTOR::_D3DVECTOR(D3DVALUE f)
+{
+ x = y = z = f;
+}
+
+inline
+_D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
+{
+ x = _x; y = _y; z = _z;
+}
+
+inline
+_D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3])
+{
+ x = f[0]; y = f[1]; z = f[2];
+}
+
+// =====================================
+// Access grants
+// =====================================
+
+inline const D3DVALUE&
+_D3DVECTOR::operator[](int i) const
+{
+ return (&x)[i];
+}
+
+inline D3DVALUE&
+_D3DVECTOR::operator[](int i)
+{
+ return (&x)[i];
+}
+
+
+// =====================================
+// Assignment operators
+// =====================================
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator += (const _D3DVECTOR& v)
+{
+ x += v.x; y += v.y; z += v.z;
+ return *this;
+}
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator -= (const _D3DVECTOR& v)
+{
+ x -= v.x; y -= v.y; z -= v.z;
+ return *this;
+}
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator *= (const _D3DVECTOR& v)
+{
+ x *= v.x; y *= v.y; z *= v.z;
+ return *this;
+}
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator /= (const _D3DVECTOR& v)
+{
+ x /= v.x; y /= v.y; z /= v.z;
+ return *this;
+}
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator *= (D3DVALUE s)
+{
+ x *= s; y *= s; z *= s;
+ return *this;
+}
+
+inline _D3DVECTOR&
+_D3DVECTOR::operator /= (D3DVALUE s)
+{
+ x /= s; y /= s; z /= s;
+ return *this;
+}
+
+inline _D3DVECTOR
+operator + (const _D3DVECTOR& v)
+{
+ return v;
+}
+
+inline _D3DVECTOR
+operator - (const _D3DVECTOR& v)
+{
+ return _D3DVECTOR(-v.x, -v.y, -v.z);
+}
+
+inline _D3DVECTOR
+operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
+}
+
+inline _D3DVECTOR
+operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
+}
+
+inline _D3DVECTOR
+operator * (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR(v1.x*v2.x, v1.y*v2.y, v1.z*v2.z);
+}
+
+inline _D3DVECTOR
+operator / (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
+}
+
+inline int
+operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2];
+}
+
+inline int
+operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2];
+}
+
+inline _D3DVECTOR
+operator * (const _D3DVECTOR& v, D3DVALUE s)
+{
+ return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
+}
+
+inline _D3DVECTOR
+operator * (D3DVALUE s, const _D3DVECTOR& v)
+{
+ return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
+}
+
+inline _D3DVECTOR
+operator / (const _D3DVECTOR& v, D3DVALUE s)
+{
+ return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
+}
+
+inline int
+operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z;
+}
+
+inline D3DVALUE
+Magnitude (const _D3DVECTOR& v)
+{
+ return (D3DVALUE) sqrt(SquareMagnitude(v));
+}
+
+inline D3DVALUE
+SquareMagnitude (const _D3DVECTOR& v)
+{
+ return v.x*v.x + v.y*v.y + v.z*v.z;
+}
+
+inline _D3DVECTOR
+Normalize (const _D3DVECTOR& v)
+{
+ return v / Magnitude(v);
+}
+
+inline D3DVALUE
+Min (const _D3DVECTOR& v)
+{
+ D3DVALUE ret = v.x;
+ if (v.y < ret) ret = v.y;
+ if (v.z < ret) ret = v.z;
+ return ret;
+}
+
+inline D3DVALUE
+Max (const _D3DVECTOR& v)
+{
+ D3DVALUE ret = v.x;
+ if (ret < v.y) ret = v.y;
+ if (ret < v.z) ret = v.z;
+ return ret;
+}
+
+inline _D3DVECTOR
+Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0],
+ v1[1] < v2[1] ? v1[1] : v2[1],
+ v1[2] < v2[2] ? v1[2] : v2[2]);
+}
+
+inline _D3DVECTOR
+Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0],
+ v1[1] > v2[1] ? v1[1] : v2[1],
+ v1[2] > v2[2] ? v1[2] : v2[2]);
+}
+
+inline D3DVALUE
+DotProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ return v1.x*v2.x + v1.y * v2.y + v1.z*v2.z;
+}
+
+inline _D3DVECTOR
+CrossProduct (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
+{
+ _D3DVECTOR result;
+
+ result[0] = v1[1] * v2[2] - v1[2] * v2[1];
+ result[1] = v1[2] * v2[0] - v1[0] * v2[2];
+ result[2] = v1[0] * v2[1] - v1[1] * v2[0];
+
+ return result;
+}
+
+inline _D3DMATRIX
+operator* (const _D3DMATRIX& a, const _D3DMATRIX& b)
+{
+ _D3DMATRIX ret;
+ for (int i=0; i<4; i++) {
+ for (int j=0; j<4; j++) {
+ ret(i, j) = 0.0f;
+ for (int k=0; k<4; k++) {
+ ret(i, j) += a(i, k) * b(k, j);
+ }
+ }
+ }
+ return ret;
+}
+