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Diffstat (limited to '3rdparty/assimp/include/aiVector3D.inl')
-rw-r--r-- | 3rdparty/assimp/include/aiVector3D.inl | 180 |
1 files changed, 0 insertions, 180 deletions
diff --git a/3rdparty/assimp/include/aiVector3D.inl b/3rdparty/assimp/include/aiVector3D.inl deleted file mode 100644 index c14b347b..00000000 --- a/3rdparty/assimp/include/aiVector3D.inl +++ /dev/null @@ -1,180 +0,0 @@ -/* ---------------------------------------------------------------------------- -Open Asset Import Library (ASSIMP) ---------------------------------------------------------------------------- - -Copyright (c) 2006-2010, ASSIMP Development Team - -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the following -conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ---------------------------------------------------------------------------- -*/ - -/** @file aiVector3D.inl - * @brief Inline implementation of aiVector3D operators - */ -#ifndef AI_VECTOR3D_INL_INC -#define AI_VECTOR3D_INL_INC - -#include "aiVector3D.h" -#ifdef __cplusplus - -// ------------------------------------------------------------------------------------------------ -/** Transformation of a vector by a 3x3 matrix */ -inline aiVector3D operator * (const aiMatrix3x3& pMatrix, const aiVector3D& pVector) -{ - aiVector3D res; - res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z; - res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z; - res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z; - return res; -} - -// ------------------------------------------------------------------------------------------------ -/** Transformation of a vector by a 4x4 matrix */ -inline aiVector3D operator * (const aiMatrix4x4& pMatrix, const aiVector3D& pVector) -{ - aiVector3D res; - res.x = pMatrix.a1 * pVector.x + pMatrix.a2 * pVector.y + pMatrix.a3 * pVector.z + pMatrix.a4; - res.y = pMatrix.b1 * pVector.x + pMatrix.b2 * pVector.y + pMatrix.b3 * pVector.z + pMatrix.b4; - res.z = pMatrix.c1 * pVector.x + pMatrix.c2 * pVector.y + pMatrix.c3 * pVector.z + pMatrix.c4; - return res; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE void aiVector3D::Set( float pX, float pY, float pZ) { - x = pX; y = pY; z = pZ; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE float aiVector3D::SquareLength() const { - return x*x + y*y + z*z; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE float aiVector3D::Length() const { - return sqrt( SquareLength()); -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE aiVector3D& aiVector3D::Normalize() { - *this /= Length(); return *this; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE const aiVector3D& aiVector3D::operator += (const aiVector3D& o) { - x += o.x; y += o.y; z += o.z; return *this; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE const aiVector3D& aiVector3D::operator -= (const aiVector3D& o) { - x -= o.x; y -= o.y; z -= o.z; return *this; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE const aiVector3D& aiVector3D::operator *= (float f) { - x *= f; y *= f; z *= f; return *this; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE const aiVector3D& aiVector3D::operator /= (float f) { - x /= f; y /= f; z /= f; return *this; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix3x3& mat){ - return(*this = mat * (*this)); -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE aiVector3D& aiVector3D::operator *= (const aiMatrix4x4& mat){ - return(*this = mat * (*this)); -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE float aiVector3D::operator[](unsigned int i) const { - return *(&x + i); -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE float& aiVector3D::operator[](unsigned int i) { - return *(&x + i); -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE bool aiVector3D::operator== (const aiVector3D& other) const { - return x == other.x && y == other.y && z == other.z; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE bool aiVector3D::operator!= (const aiVector3D& other) const { - return x != other.x || y != other.y || z != other.z; -} -// ------------------------------------------------------------------------------------------------ -AI_FORCE_INLINE const aiVector3D aiVector3D::SymMul(const aiVector3D& o) { - return aiVector3D(x*o.x,y*o.y,z*o.z); -} -// ------------------------------------------------------------------------------------------------ -// symmetric addition -AI_FORCE_INLINE aiVector3D operator + (const aiVector3D& v1, const aiVector3D& v2) { - return aiVector3D( v1.x + v2.x, v1.y + v2.y, v1.z + v2.z); -} -// ------------------------------------------------------------------------------------------------ -// symmetric subtraction -AI_FORCE_INLINE aiVector3D operator - (const aiVector3D& v1, const aiVector3D& v2) { - return aiVector3D( v1.x - v2.x, v1.y - v2.y, v1.z - v2.z); -} -// ------------------------------------------------------------------------------------------------ -// scalar product -AI_FORCE_INLINE float operator * (const aiVector3D& v1, const aiVector3D& v2) { - return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; -} -// ------------------------------------------------------------------------------------------------ -// scalar multiplication -AI_FORCE_INLINE aiVector3D operator * ( float f, const aiVector3D& v) { - return aiVector3D( f*v.x, f*v.y, f*v.z); -} -// ------------------------------------------------------------------------------------------------ -// and the other way around -AI_FORCE_INLINE aiVector3D operator * ( const aiVector3D& v, float f) { - return aiVector3D( f*v.x, f*v.y, f*v.z); -} -// ------------------------------------------------------------------------------------------------ -// scalar division -AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, float f) { - return v * (1/f); -} -// ------------------------------------------------------------------------------------------------ -// vector division -AI_FORCE_INLINE aiVector3D operator / ( const aiVector3D& v, const aiVector3D& v2) { - return aiVector3D(v.x / v2.x,v.y / v2.y,v.z / v2.z); -} -// ------------------------------------------------------------------------------------------------ -// cross product -AI_FORCE_INLINE aiVector3D operator ^ ( const aiVector3D& v1, const aiVector3D& v2) { - return aiVector3D( v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x); -} -// ------------------------------------------------------------------------------------------------ -// vector inversion -AI_FORCE_INLINE aiVector3D operator - ( const aiVector3D& v) { - return aiVector3D( -v.x, -v.y, -v.z); -} - - -#endif // __cplusplus -#endif // AI_VECTOR3D_INL_INC |