// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "Point.hpp" #include "Matrix.hpp" namespace sw { Point &Point::operator+=(const Vector &v) { x += v.x; y += v.y; z += v.z; return *this; } Point &Point::operator-=(const Vector &v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Point operator+(const Point &P, const Vector &v) { return Point(P.x + v.x, P.y + v.y, P.z + v.z); } Point operator-(const Point &P, const Vector &v) { return Point(P.x - v.x, P.y - v.y, P.z - v.z); } Vector operator-(const Point &P, const Point &Q) { return Vector(P.x - Q.x, P.y - Q.y, P.z - Q.z); } Point operator*(const Matrix &M, const Point &P) { return Point(M(1, 1) * P.x + M(1, 2) * P.y + M(1, 3) * P.z + M(1, 4), M(2, 1) * P.x + M(2, 2) * P.y + M(2, 3) * P.z + M(2, 4), M(3, 1) * P.x + M(3, 2) * P.y + M(3, 3) * P.z + M(3, 4)); } Point operator*(const Point &P, const Matrix &M) { return Point(P.x * M(1, 1) + P.y * M(2, 1) + P.z * M(3, 1), P.x * M(1, 2) + P.y * M(2, 2) + P.z * M(3, 2), P.x * M(1, 3) + P.y * M(2, 3) + P.z * M(3, 3)); } Point &operator*=(Point &P, const Matrix &M) { return P = P * M; } float Point::d(const Point &P) const { return Vector::N(*this - P); } float Point::d2(const Point &P) const { return Vector::N2(*this - P); } float Point::d(const Point &P, const Point &Q) { return Vector::N(P - Q); } float Point::d2(const Point &P, const Point &Q) { return Vector::N2(P - Q); } }