Mercurial > games > semicongine
comparison fuhtark_test/include/winapi/d3dvec.inl @ 1500:91c8c3b7cbf0
add: futhark tests for generating vulkan api
| author | sam <sam@basx.dev> |
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| date | Wed, 26 Nov 2025 21:36:48 +0700 |
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| children |
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| 1499:1f58458b7ef7 | 1500:91c8c3b7cbf0 |
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| 1 /* | |
| 2 * Copyright (C) 2000 Ove Kaaven | |
| 3 * | |
| 4 * This library is free software; you can redistribute it and/or | |
| 5 * modify it under the terms of the GNU Lesser General Public | |
| 6 * License as published by the Free Software Foundation; either | |
| 7 * version 2.1 of the License, or (at your option) any later version. | |
| 8 * | |
| 9 * This library is distributed in the hope that it will be useful, | |
| 10 * but WITHOUT ANY WARRANTY; without even the implied warranty of | |
| 11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
| 12 * Lesser General Public License for more details. | |
| 13 * | |
| 14 * You should have received a copy of the GNU Lesser General Public | |
| 15 * License along with this library; if not, write to the Free Software | |
| 16 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA | |
| 17 */ | |
| 18 | |
| 19 #ifndef __WINE_D3DVEC_INL | |
| 20 #define __WINE_D3DVEC_INL | |
| 21 | |
| 22 /*** constructors ***/ | |
| 23 | |
| 24 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f) | |
| 25 { | |
| 26 x = y = z = f; | |
| 27 } | |
| 28 | |
| 29 inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z) | |
| 30 { | |
| 31 x = _x; y = _y; z = _z; | |
| 32 } | |
| 33 | |
| 34 /*** assignment operators ***/ | |
| 35 | |
| 36 inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v) | |
| 37 { | |
| 38 x += v.x; y += v.y; z += v.z; | |
| 39 return *this; | |
| 40 } | |
| 41 | |
| 42 inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v) | |
| 43 { | |
| 44 x -= v.x; y -= v.y; z -= v.z; | |
| 45 return *this; | |
| 46 } | |
| 47 | |
| 48 inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v) | |
| 49 { | |
| 50 x *= v.x; y *= v.y; z *= v.z; | |
| 51 return *this; | |
| 52 } | |
| 53 | |
| 54 inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v) | |
| 55 { | |
| 56 x /= v.x; y /= v.y; z /= v.z; | |
| 57 return *this; | |
| 58 } | |
| 59 | |
| 60 inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s) | |
| 61 { | |
| 62 x *= s; y *= s; z *= s; | |
| 63 return *this; | |
| 64 } | |
| 65 | |
| 66 inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s) | |
| 67 { | |
| 68 x /= s; y /= s; z /= s; | |
| 69 return *this; | |
| 70 } | |
| 71 | |
| 72 /*** unary operators ***/ | |
| 73 | |
| 74 inline _D3DVECTOR operator + (const _D3DVECTOR& v) | |
| 75 { | |
| 76 return v; | |
| 77 } | |
| 78 | |
| 79 inline _D3DVECTOR operator - (const _D3DVECTOR& v) | |
| 80 { | |
| 81 return _D3DVECTOR(-v.x, -v.y, -v.z); | |
| 82 } | |
| 83 | |
| 84 /*** binary operators ***/ | |
| 85 | |
| 86 inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2) | |
| 87 { | |
| 88 return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z); | |
| 89 } | |
| 90 | |
| 91 inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2) | |
| 92 { | |
| 93 return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z); | |
| 94 } | |
| 95 | |
| 96 inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s) | |
| 97 { | |
| 98 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); | |
| 99 } | |
| 100 | |
| 101 inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v) | |
| 102 { | |
| 103 return _D3DVECTOR(v.x*s, v.y*s, v.z*s); | |
| 104 } | |
| 105 | |
| 106 inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s) | |
| 107 { | |
| 108 return _D3DVECTOR(v.x/s, v.y/s, v.z/s); | |
| 109 } | |
| 110 | |
| 111 inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v) | |
| 112 { | |
| 113 return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */ | |
| 114 } | |
| 115 | |
| 116 inline D3DVALUE Magnitude(const _D3DVECTOR& v) | |
| 117 { | |
| 118 return sqrt(SquareMagnitude(v)); | |
| 119 } | |
| 120 | |
| 121 inline _D3DVECTOR Normalize(const _D3DVECTOR& v) | |
| 122 { | |
| 123 return v / Magnitude(v); | |
| 124 } | |
| 125 | |
| 126 inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2) | |
| 127 { | |
| 128 return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; | |
| 129 } | |
| 130 | |
| 131 inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2) | |
| 132 { | |
| 133 _D3DVECTOR res; | |
| 134 /* this is a left-handed cross product, right? */ | |
| 135 res.x = v1.y * v2.z - v1.z * v2.y; | |
| 136 res.y = v1.z * v2.x - v1.x * v2.z; | |
| 137 res.z = v1.x * v2.y - v1.y * v2.x; | |
| 138 return res; | |
| 139 } | |
| 140 | |
| 141 #endif |
