// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "Vector.hpp" #include "Matrix.hpp" #include "Common/Math.hpp" namespace sw { Vector Vector::operator+() const { return *this; } Vector Vector::operator-() const { return Vector(-x, -y, -z); } Vector &Vector::operator+=(const Vector &v) { x += v.x; y += v.y; z += v.z; return *this; } Vector &Vector::operator-=(const Vector &v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Vector &Vector::operator*=(float s) { x *= s; y *= s; z *= s; return *this; } Vector &Vector::operator/=(float s) { float r = 1.0f / s; return *this *= r; } bool operator==(const Vector &U, const Vector &v) { if(U.x == v.x && U.y == v.y && U.z == v.z) return true; else return false; } bool operator!=(const Vector &U, const Vector &v) { if(U.x != v.x || U.y != v.y || U.z != v.z) return true; else return false; } bool operator>(const Vector &u, const Vector &v) { if((u^2) > (v^2)) return true; else return false; } bool operator<(const Vector &u, const Vector &v) { if((u^2) < (v^2)) return true; else return false; } Vector operator+(const Vector &u, const Vector &v) { return Vector(u.x + v.x, u.y + v.y, u.z + v.z); } Vector operator-(const Vector &u, const Vector &v) { return Vector(u.x - v.x, u.y - v.y, u.z - v.z); } float operator*(const Vector &u, const Vector &v) { return u.x * v.x + u.y * v.y + u.z * v.z; } Vector operator*(float s, const Vector &v) { return Vector(s * v.x, s * v.y, s * v.z); } Vector operator*(const Vector &v, float s) { return Vector(v.x * s, v.y * s, v.z * s); } Vector operator/(const Vector &v, float s) { float r = 1.0f / s; return Vector(v.x * r, v.y * r, v.z * r); } float operator^(const Vector &u, const Vector &v) { return acos(u / Vector::N(u) * v / Vector::N(v)); } Vector operator%(const Vector &u, const Vector &v) { 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); } Vector operator*(const Matrix &M, const Vector &v) { return Vector(M(1, 1) * v.x + M(1, 2) * v.y + M(1, 3) * v.z, M(2, 1) * v.x + M(2, 2) * v.y + M(2, 3) * v.z, M(3, 1) * v.x + M(3, 2) * v.y + M(3, 3) * v.z); } Vector operator*(const Vector &v, const Matrix &M) { return Vector(v.x * M(1, 1) + v.y * M(2, 1) + v.z * M(3, 1) + M(4, 1), v.x * M(1, 2) + v.y * M(2, 2) + v.z * M(3, 2) + M(4, 2), v.x * M(1, 3) + v.y * M(2, 3) + v.z * M(3, 3) + M(4, 3)); } Vector &operator*=(Vector &v, const Matrix &M) { return v = v * M; } float Vector::N(const Vector &v) { return sqrt(v.x*v.x + v.y*v.y + v.z*v.z); } float Vector::N2(const Vector &v) { return v.x*v.x + v.y*v.y + v.z*v.z; } Vector lerp(const Vector &u, const Vector &v, float t) { return Vector(u.x + t * (v.x - u.x), u.y + t * (v.y - u.y), u.z + t * (v.z - u.x)); } }