/** @file Vector3.inl @maintainer Morgan McGuire, matrix@graphics3d.com @cite Portions based on Dave Eberly's Magic Software Library at http://www.magic-software.com @created 2001-06-02 @edited 2004-05-21 Copyright 2000-2004, Morgan McGuire. All rights reserved. */ //---------------------------------------------------------------------------- #ifdef SSE // If you receive an error on this line, it is because you do not have the file // xmmintrin.h needed for MMX & SSE extensions. Download and install // // http://download.microsoft.com/download/vstudio60ent/SP5/Wideband-Full/WIN98Me/EN-US/vs6sp5.exe // and // http://download.microsoft.com/download/vb60ent/Update/6/W9X2KXP/EN-US/vcpp5.exe // // to get this file. # include #endif inline unsigned int hashCode(const G3D::Vector3& v) { return v.hashCode(); } namespace G3D { //---------------------------------------------------------------------------- inline Vector3::Vector3() : x(0.0f), y(0.0f), z(0.0f) { } //---------------------------------------------------------------------------- inline Vector3::Vector3 (float fX, float fY, float fZ) : x(fX), y(fY), z(fZ) { } //---------------------------------------------------------------------------- inline Vector3::Vector3 (float V[3]) : x(V[0]), y(V[1]), z(V[2]){ } //---------------------------------------------------------------------------- inline Vector3::Vector3 (double V[3]) : x((float)V[0]), y((float)V[1]), z((float)V[2]){ } //---------------------------------------------------------------------------- inline Vector3::Vector3 (const Vector3& V) : x(V.x), y(V.y), z(V.z) { } //---------------------------------------------------------------------------- //inline Vector3::Vector3 (const __m128& m) { // Cast from SSE packed floats // *this = *(Vector3*)&m; //} //---------------------------------------------------------------------------- inline const float& Vector3::operator[] (int i) const { return ((float*)this)[i]; } inline float& Vector3::operator[] (int i) { return ((float*)this)[i]; } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator= (const Vector3& rkVector) { x = rkVector.x; y = rkVector.y; z = rkVector.z; return *this; } //---------------------------------------------------------------------------- inline bool Vector3::fuzzyEq(const Vector3& other) const { return G3D::fuzzyEq((*this - other).squaredMagnitude(), 0); } //---------------------------------------------------------------------------- inline bool Vector3::fuzzyNe(const Vector3& other) const { return G3D::fuzzyNe((*this - other).squaredMagnitude(), 0); } //---------------------------------------------------------------------------- inline bool Vector3::isFinite() const { return G3D::isFinite(x) && G3D::isFinite(y) && G3D::isFinite(z); } //---------------------------------------------------------------------------- inline bool Vector3::operator== (const Vector3& rkVector) const { return ( x == rkVector.x && y == rkVector.y && z == rkVector.z ); } //---------------------------------------------------------------------------- inline bool Vector3::operator!= (const Vector3& rkVector) const { return ( x != rkVector.x || y != rkVector.y || z != rkVector.z ); } //---------------------------------------------------------------------------- inline Vector3 Vector3::operator+ (const Vector3& rkVector) const { return Vector3(x + rkVector.x, y + rkVector.y, z + rkVector.z); } //---------------------------------------------------------------------------- inline Vector3 Vector3::operator- (const Vector3& rkVector) const { return Vector3(x - rkVector.x, y - rkVector.y, z - rkVector.z); } //---------------------------------------------------------------------------- inline Vector3 Vector3::operator* (const Vector3& rkVector) const { return Vector3(x * rkVector.x, y * rkVector.y, z * rkVector.z); } inline Vector3 Vector3::operator*(float f) const { return Vector3(x * f, y * f, z * f); } //---------------------------------------------------------------------------- inline Vector3 Vector3::operator/ (const Vector3& rkVector) const { return Vector3(x / rkVector.x, y / rkVector.y, z / rkVector.z); } //---------------------------------------------------------------------------- inline Vector3 Vector3::operator- () const { return Vector3(-x, -y, -z); } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator+= (const Vector3& rkVector) { x += rkVector.x; y += rkVector.y; z += rkVector.z; return *this; } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator-= (const Vector3& rkVector) { x -= rkVector.x; y -= rkVector.y; z -= rkVector.z; return *this; } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator*= (float fScalar) { x *= fScalar; y *= fScalar; z *= fScalar; return *this; } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator*= (const Vector3& rkVector) { x *= rkVector.x; y *= rkVector.y; z *= rkVector.z; return *this; } //---------------------------------------------------------------------------- inline Vector3& Vector3::operator/= (const Vector3& rkVector) { x /= rkVector.x; y /= rkVector.y; z /= rkVector.z; return *this; } //---------------------------------------------------------------------------- inline float Vector3::squaredMagnitude () const { return x*x + y*y + z*z; } //---------------------------------------------------------------------------- inline float Vector3::squaredLength () const { return squaredMagnitude(); } //---------------------------------------------------------------------------- inline float Vector3::magnitude() const { return sqrtf(x*x + y*y + z*z); } //---------------------------------------------------------------------------- inline float Vector3::length() const { return magnitude(); } //---------------------------------------------------------------------------- inline Vector3 Vector3::direction () const { float lenSquared = squaredMagnitude(); float invSqrt = 1.0f / sqrtf(lenSquared); return Vector3(x * invSqrt, y * invSqrt, z * invSqrt); } //---------------------------------------------------------------------------- inline Vector3 Vector3::fastDirection () const { float lenSquared = x * x + y * y + z * z; float invSqrt = rsq(lenSquared); return Vector3(x * invSqrt, y * invSqrt, z * invSqrt); } //---------------------------------------------------------------------------- inline float Vector3::dot (const Vector3& rkVector) const { return x*rkVector.x + y*rkVector.y + z*rkVector.z; } //---------------------------------------------------------------------------- inline Vector3 Vector3::cross (const Vector3& rkVector) const { return Vector3(y*rkVector.z - z*rkVector.y, z*rkVector.x - x*rkVector.z, x*rkVector.y - y*rkVector.x); } //---------------------------------------------------------------------------- inline Vector3 Vector3::unitCross (const Vector3& rkVector) const { Vector3 kCross(y*rkVector.z - z*rkVector.y, z*rkVector.x - x*rkVector.z, x*rkVector.y - y*rkVector.x); kCross.unitize(); return kCross; } //---------------------------------------------------------------------------- inline Vector3 Vector3::min(const Vector3 &v) const { return Vector3(G3D::min(v.x, x), G3D::min(v.y, y), G3D::min(v.z, z)); } //---------------------------------------------------------------------------- inline Vector3 Vector3::max(const Vector3 &v) const { return Vector3(G3D::max(v.x, x), G3D::max(v.y, y), G3D::max(v.z, z)); } //---------------------------------------------------------------------------- inline bool Vector3::isZero() const { return G3D::fuzzyEq(squaredMagnitude(), 0.0f); } //---------------------------------------------------------------------------- inline bool Vector3::isUnit() const { return G3D::fuzzyEq(squaredMagnitude(), 1.0f); } } // namespace