/* Copyright 2004 John Tsiombikas This file is part of the n3dmath2 library. The n3dmath2 library is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. The n3dmath2 library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with the n3dmath2 library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ // ------------------------------ // inline function definitions // for Vector classes of n3dmath2 // ------------------------------ #include // ---------- Vector2 ----------- inline scalar_t &Vector2::operator [](int elem) { return elem ? y : x; } inline Vector2 operator -(const Vector2 &vec) { return Vector2(-vec.x, -vec.y); } inline scalar_t dot_product(const Vector2 &v1, const Vector2 &v2) { return v1.x * v2.x + v1.y * v2.y; } inline Vector2 operator +(const Vector2 &v1, const Vector2 &v2) { return Vector2(v1.x + v2.x, v1.y + v2.y); } inline Vector2 operator -(const Vector2 &v1, const Vector2 &v2) { return Vector2(v1.x - v2.x, v1.y - v2.y); } inline Vector2 operator *(const Vector2 &v1, const Vector2 &v2) { return Vector2(v1.x * v2.x, v1.y * v2.y); } inline Vector2 operator /(const Vector2 &v1, const Vector2 &v2) { return Vector2(v1.x / v2.x, v1.y / v2.y); } inline bool operator ==(const Vector2 &v1, const Vector2 &v2) { return (fabs(v1.x - v2.x) < xsmall_number) && (fabs(v1.y - v2.x) < xsmall_number); } inline void operator +=(Vector2 &v1, const Vector2 &v2) { v1.x += v2.x; v1.y += v2.y; } inline void operator -=(Vector2 &v1, const Vector2 &v2) { v1.x -= v2.x; v1.y -= v2.y; } inline void operator *=(Vector2 &v1, const Vector2 &v2) { v1.x *= v2.x; v1.y *= v2.y; } inline void operator /=(Vector2 &v1, const Vector2 &v2) { v1.x /= v2.x; v1.y /= v2.y; } inline Vector2 operator +(const Vector2 &vec, scalar_t scalar) { return Vector2(vec.x + scalar, vec.y + scalar); } inline Vector2 operator +(scalar_t scalar, const Vector2 &vec) { return Vector2(vec.x + scalar, vec.y + scalar); } inline Vector2 operator -(const Vector2 &vec, scalar_t scalar) { return Vector2(vec.x - scalar, vec.y - scalar); } inline Vector2 operator -(scalar_t scalar, const Vector2 &vec) { return Vector2(vec.x - scalar, vec.y - scalar); } inline Vector2 operator *(const Vector2 &vec, scalar_t scalar) { return Vector2(vec.x * scalar, vec.y * scalar); } inline Vector2 operator *(scalar_t scalar, const Vector2 &vec) { return Vector2(vec.x * scalar, vec.y * scalar); } inline Vector2 operator /(const Vector2 &vec, scalar_t scalar) { return Vector2(vec.x / scalar, vec.y / scalar); } inline Vector2 operator /(scalar_t scalar, const Vector2 &vec) { return Vector2(vec.x / scalar, vec.y / scalar); } inline void operator +=(Vector2 &vec, scalar_t scalar) { vec.x += scalar; vec.y += scalar; } inline void operator -=(Vector2 &vec, scalar_t scalar) { vec.x -= scalar; vec.y -= scalar; } inline void operator *=(Vector2 &vec, scalar_t scalar) { vec.x *= scalar; vec.y *= scalar; } inline void operator /=(Vector2 &vec, scalar_t scalar) { vec.x /= scalar; vec.y /= scalar; } inline scalar_t Vector2::length() const { return sqrt(x*x + y*y); } inline scalar_t Vector2::length_sq() const { return x*x + y*y; } // ------------- Vector3 -------------- inline scalar_t &Vector3::operator [](int elem) { return elem ? (elem == 1 ? y : z) : x; } // unary operations inline Vector3 operator -(const Vector3 &vec) { return Vector3(-vec.x, -vec.y, -vec.z); } // binary vector (op) vector operations inline scalar_t dot_product(const Vector3 &v1, const Vector3 &v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; } inline Vector3 cross_product(const Vector3 &v1, const Vector3 &v2) { return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); } inline Vector3 operator +(const Vector3 &v1, const Vector3 &v2) { return Vector3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); } inline Vector3 operator -(const Vector3 &v1, const Vector3 &v2) { return Vector3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); } inline Vector3 operator *(const Vector3 &v1, const Vector3 &v2) { return Vector3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z); } inline Vector3 operator /(const Vector3 &v1, const Vector3 &v2) { return Vector3(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z); } inline bool operator ==(const Vector3 &v1, const Vector3 &v2) { return (fabs(v1.x - v2.x) < xsmall_number) && (fabs(v1.y - v2.y) < xsmall_number) && (fabs(v1.z - v2.z) < xsmall_number); } inline void operator +=(Vector3 &v1, const Vector3 &v2) { v1.x += v2.x; v1.y += v2.y; v1.z += v2.z; } inline void operator -=(Vector3 &v1, const Vector3 &v2) { v1.x -= v2.x; v1.y -= v2.y; v1.z -= v2.z; } inline void operator *=(Vector3 &v1, const Vector3 &v2) { v1.x *= v2.x; v1.y *= v2.y; v1.z *= v2.z; } inline void operator /=(Vector3 &v1, const Vector3 &v2) { v1.x /= v2.x; v1.y /= v2.y; v1.z /= v2.z; } // binary vector (op) scalar and scalar (op) vector operations inline Vector3 operator +(const Vector3 &vec, scalar_t scalar) { return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar); } inline Vector3 operator +(scalar_t scalar, const Vector3 &vec) { return Vector3(vec.x + scalar, vec.y + scalar, vec.z + scalar); } inline Vector3 operator -(const Vector3 &vec, scalar_t scalar) { return Vector3(vec.x - scalar, vec.y - scalar, vec.z - scalar); } inline Vector3 operator -(scalar_t scalar, const Vector3 &vec) { return Vector3(vec.x - scalar, vec.y - scalar, vec.z - scalar); } inline Vector3 operator *(const Vector3 &vec, scalar_t scalar) { return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar); } inline Vector3 operator *(scalar_t scalar, const Vector3 &vec) { return Vector3(vec.x * scalar, vec.y * scalar, vec.z * scalar); } inline Vector3 operator /(const Vector3 &vec, scalar_t scalar) { return Vector3(vec.x / scalar, vec.y / scalar, vec.z / scalar); } inline Vector3 operator /(scalar_t scalar, const Vector3 &vec) { return Vector3(vec.x / scalar, vec.y / scalar, vec.z / scalar); } inline void operator +=(Vector3 &vec, scalar_t scalar) { vec.x += scalar; vec.y += scalar; vec.z += scalar; } inline void operator -=(Vector3 &vec, scalar_t scalar) { vec.x -= scalar; vec.y -= scalar; vec.z -= scalar; } inline void operator *=(Vector3 &vec, scalar_t scalar) { vec.x *= scalar; vec.y *= scalar; vec.z *= scalar; } inline void operator /=(Vector3 &vec, scalar_t scalar) { vec.x /= scalar; vec.y /= scalar; vec.z /= scalar; } inline scalar_t Vector3::length() const { return sqrt(x*x + y*y + z*z); } inline scalar_t Vector3::length_sq() const { return x*x + y*y + z*z; } // ----------- Vector4 ----------------- inline scalar_t &Vector4::operator [](int elem) { return elem ? (elem == 1 ? y : (elem == 2 ? z : w)) : x; } inline Vector4 operator -(const Vector4 &vec) { return Vector4(-vec.x, -vec.y, -vec.z, -vec.w); } inline scalar_t dot_product(const Vector4 &v1, const Vector4 &v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z + v1.w * v2.w; } inline Vector4 cross_product(const Vector4 &v1, const Vector4 &v2, const Vector4 &v3) { float A, B, C, D, E, F; // Intermediate Values Vector4 result; // Calculate intermediate values. A = (v2.x * v3.y) - (v2.y * v3.x); B = (v2.x * v3.z) - (v2.z * v3.x); C = (v2.x * v3.w) - (v2.w * v3.x); D = (v2.y * v3.z) - (v2.z * v3.y); E = (v2.y * v3.w) - (v2.w * v3.y); F = (v2.z * v3.w) - (v2.w * v3.z); // Calculate the result-vector components. result.x = (v1.y * F) - (v1.z * E) + (v1.w * D); result.y = - (v1.x * F) + (v1.z * C) - (v1.w * B); result.z = (v1.x * E) - (v1.y * C) + (v1.w * A); result.w = - (v1.x * D) + (v1.y * B) - (v1.z * A); return result; } inline Vector4 operator +(const Vector4 &v1, const Vector4 &v2) { return Vector4(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z, v1.w + v2.w); } inline Vector4 operator -(const Vector4 &v1, const Vector4 &v2) { return Vector4(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z, v1.w - v2.w); } inline Vector4 operator *(const Vector4 &v1, const Vector4 &v2) { return Vector4(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z, v1.w * v2.w); } inline Vector4 operator /(const Vector4 &v1, const Vector4 &v2) { return Vector4(v1.x / v2.x, v1.y / v2.y, v1.z / v2.z, v1.w / v2.w); } inline bool operator ==(const Vector4 &v1, const Vector4 &v2) { return (fabs(v1.x - v2.x) < xsmall_number) && (fabs(v1.y - v2.y) < xsmall_number) && (fabs(v1.z - v2.z) < xsmall_number) && (fabs(v1.w - v2.w) < xsmall_number); } inline void operator +=(Vector4 &v1, const Vector4 &v2) { v1.x += v2.x; v1.y += v2.y; v1.z += v2.z; v1.w += v2.w; } inline void operator -=(Vector4 &v1, const Vector4 &v2) { v1.x -= v2.x; v1.y -= v2.y; v1.z -= v2.z; v1.w -= v2.w; } inline void operator *=(Vector4 &v1, const Vector4 &v2) { v1.x *= v2.x; v1.y *= v2.y; v1.z *= v2.z; v1.w *= v2.w; } inline void operator /=(Vector4 &v1, const Vector4 &v2) { v1.x /= v2.x; v1.y /= v2.y; v1.z /= v2.z; v1.w /= v2.w; } // binary vector (op) scalar and scalar (op) vector operations inline Vector4 operator +(const Vector4 &vec, scalar_t scalar) { return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar); } inline Vector4 operator +(scalar_t scalar, const Vector4 &vec) { return Vector4(vec.x + scalar, vec.y + scalar, vec.z + scalar, vec.w + scalar); } inline Vector4 operator -(const Vector4 &vec, scalar_t scalar) { return Vector4(vec.x - scalar, vec.y - scalar, vec.z - scalar, vec.w - scalar); } inline Vector4 operator -(scalar_t scalar, const Vector4 &vec) { return Vector4(vec.x - scalar, vec.y - scalar, vec.z - scalar, vec.w - scalar); } inline Vector4 operator *(const Vector4 &vec, scalar_t scalar) { return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar); } inline Vector4 operator *(scalar_t scalar, const Vector4 &vec) { return Vector4(vec.x * scalar, vec.y * scalar, vec.z * scalar, vec.w * scalar); } inline Vector4 operator /(const Vector4 &vec, scalar_t scalar) { return Vector4(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar); } inline Vector4 operator /(scalar_t scalar, const Vector4 &vec) { return Vector4(vec.x / scalar, vec.y / scalar, vec.z / scalar, vec.w / scalar); } inline void operator +=(Vector4 &vec, scalar_t scalar) { vec.x += scalar; vec.y += scalar; vec.z += scalar; vec.w += scalar; } inline void operator -=(Vector4 &vec, scalar_t scalar) { vec.x -= scalar; vec.y -= scalar; vec.z -= scalar; vec.w -= scalar; } inline void operator *=(Vector4 &vec, scalar_t scalar) { vec.x *= scalar; vec.y *= scalar; vec.z *= scalar; vec.w *= scalar; } inline void operator /=(Vector4 &vec, scalar_t scalar) { vec.x /= scalar; vec.y /= scalar; vec.z /= scalar; vec.w /= scalar; } inline scalar_t Vector4::length() const { return sqrt(x*x + y*y + z*z + w*w); } inline scalar_t Vector4::length_sq() const { return x*x + y*y + z*z + w*w; }