| #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; |
| } |
| |
| /*** 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 |