genesis-3d_engine/Engine/foundation/math/newMath/new_point.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

208 lines
5.4 KiB
C++

/****************************************************************************
Copyright (c) 2007, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#pragma once
#include "math/float4.h"
#include "math/vector.h"
//------------------------------------------------------------------------------
namespace Math
{
class point;
// win32 VC++ does not support passing aligned objects as value so far
// here is a bug-report at microsoft saying so:
// http://connect.microsoft.com/VisualStudio/feedback/ViewFeedback.aspx?FeedbackID=334581
typedef const point& __PointArg;
class point : public float4
{
public:
/// default constructor
point();
/// construct from components
point(scalar x, scalar y, scalar z);
/// construct from float4
point(const float4& rhs);
/// !!!! copy constructor forbidden, otherwise passing point's to a function
/// !!!! via Registers doesnt work
//point(const point& rhs);
/// construct from Ogre::Vector4
point(Ogre::Vector4 rhs);
/// return a point at the origin (0, 0, 0)
static point origin();
/// assignment operator
void operator=(const point& rhs);
/// assign Ogre::Vector4
void operator=(Ogre::Vector4 rhs);
/// inplace add vector
void operator+=(const vector& rhs);
/// inplace subtract vector
void operator-=(const vector& rhs);
/// add point and vector
point operator+(const vector& rhs) const;
/// subtract vectors from point
point operator-(const vector& rhs) const;
/// subtract point from point into a vector
vector operator-(const point& rhs) const;
/// equality operator
bool operator==(const point& rhs) const;
/// inequality operator
bool operator!=(const point& rhs) const;
/// set components
void set(scalar x, scalar y, scalar z);
};
//------------------------------------------------------------------------------
/**
*/
__forceinline
point::point() :
float4(0.0f, 0.0f, 0.0f, 1.0f)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
__forceinline
point::point(scalar x, scalar y, scalar z) :
float4(x, y, z, 1.0f)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
__forceinline
point::point(const float4& rhs) :
float4(rhs)
{
this->set_w(1.0f);
}
//------------------------------------------------------------------------------
/**
*/
__forceinline
point::point(Ogre::Vector4 rhs) :
float4(rhs)
{
// empty
}
//------------------------------------------------------------------------------
/**
*/
__forceinline point
point::origin()
{
return point(0.0f, 0.0f, 0.0f);
}
//------------------------------------------------------------------------------
/**
*/
__forceinline void
point::operator=(const point& rhs)
{
this->vec = rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline void
point::operator+=(const vector& rhs)
{
this->vec+= rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline void
point::operator-=(const vector& rhs)
{
this->vec-= rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline point
point::operator+(const vector& rhs) const
{
return this->vec + rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline point
point::operator-(const vector& rhs) const
{
return this->vec - rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline vector
point::operator-(const point& rhs) const
{
return this->vec - rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline bool
point::operator==(const point& rhs) const
{
return vec == rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline bool
point::operator!=(const point& rhs) const
{
return vec != rhs.vec;
}
//------------------------------------------------------------------------------
/**
*/
__forceinline void
point::set(scalar x, scalar y, scalar z)
{
float4::set(x, y, z, 1.0f);
}
} // namespace Math
//------------------------------------------------------------------------------