|  | /* | 
|  | * Copyright (C) 2000 Ove Kaaven | 
|  | * | 
|  | * This library is free software; you can redistribute it and/or | 
|  | * modify it under the terms of the GNU Lesser General Public | 
|  | * License as published by the Free Software Foundation; either | 
|  | * version 2.1 of the License, or (at your option) any later version. | 
|  | * | 
|  | * This 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 | 
|  | * Lesser General Public License for more details. | 
|  | * | 
|  | * You should have received a copy of the GNU Lesser General Public | 
|  | * License along with this library; if not, write to the Free Software | 
|  | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | 
|  | */ | 
|  |  | 
|  | #ifndef __WINE_D3DVEC_INL | 
|  | #define __WINE_D3DVEC_INL | 
|  |  | 
|  | /*** 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; | 
|  | } | 
|  |  | 
|  | /*** 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; | 
|  | } | 
|  |  | 
|  | /*** unary operators ***/ | 
|  |  | 
|  | inline _D3DVECTOR operator + (const _D3DVECTOR& v) | 
|  | { | 
|  | return v; | 
|  | } | 
|  |  | 
|  | inline _D3DVECTOR operator - (const _D3DVECTOR& v) | 
|  | { | 
|  | return _D3DVECTOR(-v.x, -v.y, -v.z); | 
|  | } | 
|  |  | 
|  | /*** binary operators ***/ | 
|  |  | 
|  | 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& v, D3DVALUE s) | 
|  | { | 
|  | return _D3DVECTOR(v.x*s, v.y*s, v.z*s); | 
|  | } | 
|  |  | 
|  | inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) | 
|  | { | 
|  | return _D3DVECTOR(v.x*s, v.y*s, v.z*s); | 
|  | } | 
|  |  | 
|  | inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) | 
|  | { | 
|  | return _D3DVECTOR(v.x/s, v.y/s, v.z/s); | 
|  | } | 
|  |  | 
|  | inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v) | 
|  | { | 
|  | return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */ | 
|  | } | 
|  |  | 
|  | inline D3DVALUE Magnitude(const _D3DVECTOR& v) | 
|  | { | 
|  | return sqrt(SquareMagnitude(v)); | 
|  | } | 
|  |  | 
|  | inline _D3DVECTOR Normalize(const _D3DVECTOR& v) | 
|  | { | 
|  | return v / Magnitude(v); | 
|  | } | 
|  |  | 
|  | 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 res; | 
|  | /* this is a left-handed cross product, right? */ | 
|  | res.x = v1.y * v2.z - v1.z * v2.y; | 
|  | res.y = v1.z * v2.x - v1.x * v2.z; | 
|  | res.z = v1.x * v2.y - v1.y * v2.x; | 
|  | return res; | 
|  | } | 
|  |  | 
|  | #endif |