mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-16 14:18:58 +00:00
256 lines
5.1 KiB
Text
256 lines
5.1 KiB
Text
|
|
||
|
/******************************************************************
|
||
|
* *
|
||
|
* D3DVec.inl *
|
||
|
* *
|
||
|
* Float-valued 3D vector class for Direct3D. *
|
||
|
* *
|
||
|
* Copyright (c) Microsoft Corp. All rights reserved. *
|
||
|
* *
|
||
|
******************************************************************/
|
||
|
|
||
|
#include <math.h>
|
||
|
|
||
|
// =====================================
|
||
|
// 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;
|
||
|
}
|
||
|
|
||
|
inline
|
||
|
_D3DVECTOR::_D3DVECTOR(const D3DVALUE f[3])
|
||
|
{
|
||
|
x = f[0]; y = f[1]; z = f[2];
|
||
|
}
|
||
|
|
||
|
// =====================================
|
||
|
// Access grants
|
||
|
// =====================================
|
||
|
|
||
|
inline const D3DVALUE&
|
||
|
_D3DVECTOR::operator[](int i) const
|
||
|
{
|
||
|
return (&x)[i];
|
||
|
}
|
||
|
|
||
|
inline D3DVALUE&
|
||
|
_D3DVECTOR::operator[](int i)
|
||
|
{
|
||
|
return (&x)[i];
|
||
|
}
|
||
|
|
||
|
|
||
|
// =====================================
|
||
|
// 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;
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
operator + (const _D3DVECTOR& v)
|
||
|
{
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
operator - (const _D3DVECTOR& v)
|
||
|
{
|
||
|
return _D3DVECTOR(-v.x, -v.y, -v.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& 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& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return _D3DVECTOR(v1.x/v2.x, v1.y/v2.y, v1.z/v2.z);
|
||
|
}
|
||
|
|
||
|
inline int
|
||
|
operator < (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return v1[0] < v2[0] && v1[1] < v2[1] && v1[2] < v2[2];
|
||
|
}
|
||
|
|
||
|
inline int
|
||
|
operator <= (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return v1[0] <= v2[0] && v1[1] <= v2[1] && v1[2] <= v2[2];
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
operator * (const _D3DVECTOR& v, D3DVALUE s)
|
||
|
{
|
||
|
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
operator * (D3DVALUE s, const _D3DVECTOR& v)
|
||
|
{
|
||
|
return _D3DVECTOR(s*v.x, s*v.y, s*v.z);
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
operator / (const _D3DVECTOR& v, D3DVALUE s)
|
||
|
{
|
||
|
return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
|
||
|
}
|
||
|
|
||
|
inline int
|
||
|
operator == (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return v1.x==v2.x && v1.y==v2.y && v1.z == v2.z;
|
||
|
}
|
||
|
|
||
|
inline D3DVALUE
|
||
|
Magnitude (const _D3DVECTOR& v)
|
||
|
{
|
||
|
return (D3DVALUE) sqrt(SquareMagnitude(v));
|
||
|
}
|
||
|
|
||
|
inline D3DVALUE
|
||
|
SquareMagnitude (const _D3DVECTOR& v)
|
||
|
{
|
||
|
return v.x*v.x + v.y*v.y + v.z*v.z;
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
Normalize (const _D3DVECTOR& v)
|
||
|
{
|
||
|
return v / Magnitude(v);
|
||
|
}
|
||
|
|
||
|
inline D3DVALUE
|
||
|
Min (const _D3DVECTOR& v)
|
||
|
{
|
||
|
D3DVALUE ret = v.x;
|
||
|
if (v.y < ret) ret = v.y;
|
||
|
if (v.z < ret) ret = v.z;
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
inline D3DVALUE
|
||
|
Max (const _D3DVECTOR& v)
|
||
|
{
|
||
|
D3DVALUE ret = v.x;
|
||
|
if (ret < v.y) ret = v.y;
|
||
|
if (ret < v.z) ret = v.z;
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
Minimize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return _D3DVECTOR( v1[0] < v2[0] ? v1[0] : v2[0],
|
||
|
v1[1] < v2[1] ? v1[1] : v2[1],
|
||
|
v1[2] < v2[2] ? v1[2] : v2[2]);
|
||
|
}
|
||
|
|
||
|
inline _D3DVECTOR
|
||
|
Maximize (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
|
||
|
{
|
||
|
return _D3DVECTOR( v1[0] > v2[0] ? v1[0] : v2[0],
|
||
|
v1[1] > v2[1] ? v1[1] : v2[1],
|
||
|
v1[2] > v2[2] ? v1[2] : v2[2]);
|
||
|
}
|
||
|
|
||
|
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 result;
|
||
|
|
||
|
result[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
||
|
result[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
||
|
result[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
inline _D3DMATRIX
|
||
|
operator* (const _D3DMATRIX& a, const _D3DMATRIX& b)
|
||
|
{
|
||
|
_D3DMATRIX ret;
|
||
|
for (int i=0; i<4; i++) {
|
||
|
for (int j=0; j<4; j++) {
|
||
|
ret(i, j) = 0.0f;
|
||
|
for (int k=0; k<4; k++) {
|
||
|
ret(i, j) += a(i, k) * b(k, j);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return ret;
|
||
|
}
|
||
|
|