1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "Point.hpp"
16 
17 #include "Matrix.hpp"
18 
19 namespace sw
20 {
operator +=(const Vector & v)21 	Point &Point::operator+=(const Vector &v)
22 	{
23 		x += v.x;
24 		y += v.y;
25 		z += v.z;
26 
27 		return *this;
28 	}
29 
operator -=(const Vector & v)30 	Point &Point::operator-=(const Vector &v)
31 	{
32 		x -= v.x;
33 		y -= v.y;
34 		z -= v.z;
35 
36 		return *this;
37 	}
38 
operator +(const Point & P,const Vector & v)39 	Point operator+(const Point &P, const Vector &v)
40 	{
41 		return Point(P.x + v.x, P.y + v.y, P.z + v.z);
42 	}
43 
operator -(const Point & P,const Vector & v)44 	Point operator-(const Point &P, const Vector &v)
45 	{
46 		return Point(P.x - v.x, P.y - v.y, P.z - v.z);
47 	}
48 
operator -(const Point & P,const Point & Q)49 	Vector operator-(const Point &P, const Point &Q)
50 	{
51 		return Vector(P.x - Q.x, P.y - Q.y, P.z - Q.z);
52 	}
53 
operator *(const Matrix & M,const Point & P)54 	Point operator*(const Matrix &M, const Point &P)
55 	{
56 		return Point(M(1, 1) * P.x + M(1, 2) * P.y + M(1, 3) * P.z + M(1, 4),
57 		             M(2, 1) * P.x + M(2, 2) * P.y + M(2, 3) * P.z + M(2, 4),
58 		             M(3, 1) * P.x + M(3, 2) * P.y + M(3, 3) * P.z + M(3, 4));
59 	}
60 
operator *(const Point & P,const Matrix & M)61 	Point operator*(const Point &P, const Matrix &M)
62 	{
63 		return Point(P.x * M(1, 1) + P.y * M(2, 1) + P.z * M(3, 1),
64 		             P.x * M(1, 2) + P.y * M(2, 2) + P.z * M(3, 2),
65 		             P.x * M(1, 3) + P.y * M(2, 3) + P.z * M(3, 3));
66 	}
67 
operator *=(Point & P,const Matrix & M)68 	Point &operator*=(Point &P, const Matrix &M)
69 	{
70 		return P = P * M;
71 	}
72 
d(const Point & P) const73 	float Point::d(const Point &P) const
74 	{
75 		return Vector::N(*this - P);
76 	}
77 
d2(const Point & P) const78 	float Point::d2(const Point &P) const
79 	{
80 		return Vector::N2(*this - P);
81 	}
82 
d(const Point & P,const Point & Q)83 	float Point::d(const Point &P, const Point &Q)
84 	{
85 		return Vector::N(P - Q);
86 	}
87 
d2(const Point & P,const Point & Q)88 	float Point::d2(const Point &P, const Point &Q)
89 	{
90 		return Vector::N2(P - Q);
91 	}
92 }
93