--- /dev/null
+/*
+Copyright 2004 John Tsiombikas <nuclear@siggraph.org>
+
+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 <cmath>
+
+// ---------- 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;
+}