// 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);
}
}