/usr/include/wine/windows/d3dvec.inl is in wine1.6-dev 1:1.6.2-0ubuntu14.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 | /*
* Copyright (C) 2000 Ove Kaaven
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __WINE_D3DVEC_INL
#define __WINE_D3DVEC_INL
#include <math.h>
/*** constructors ***/
inline _D3DVECTOR::_D3DVECTOR(D3DVALUE f)
{
x = y = z = f;
}
inline _D3DVECTOR::_D3DVECTOR(D3DVALUE _x, D3DVALUE _y, D3DVALUE _z)
{
x = _x; y = _y; z = _z;
}
/*** assignment operators ***/
inline _D3DVECTOR& _D3DVECTOR::operator += (const _D3DVECTOR& v)
{
x += v.x; y += v.y; z += v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator -= (const _D3DVECTOR& v)
{
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator *= (const _D3DVECTOR& v)
{
x *= v.x; y *= v.y; z *= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator /= (const _D3DVECTOR& v)
{
x /= v.x; y /= v.y; z /= v.z;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator *= (D3DVALUE s)
{
x *= s; y *= s; z *= s;
return *this;
}
inline _D3DVECTOR& _D3DVECTOR::operator /= (D3DVALUE s)
{
x /= s; y /= s; z /= s;
return *this;
}
/*** unary operators ***/
inline _D3DVECTOR operator + (const _D3DVECTOR& v)
{
return v;
}
inline _D3DVECTOR operator - (const _D3DVECTOR& v)
{
return _D3DVECTOR(-v.x, -v.y, -v.z);
}
/*** binary operators ***/
inline _D3DVECTOR operator + (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR(v1.x+v2.x, v1.y+v2.y, v1.z+v2.z);
}
inline _D3DVECTOR operator - (const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return _D3DVECTOR(v1.x-v2.x, v1.y-v2.y, v1.z-v2.z);
}
inline _D3DVECTOR operator * (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}
inline _D3DVECTOR operator * (D3DVALUE s, const _D3DVECTOR& v)
{
return _D3DVECTOR(v.x*s, v.y*s, v.z*s);
}
inline _D3DVECTOR operator / (const _D3DVECTOR& v, D3DVALUE s)
{
return _D3DVECTOR(v.x/s, v.y/s, v.z/s);
}
inline D3DVALUE SquareMagnitude(const _D3DVECTOR& v)
{
return v.x*v.x + v.y*v.y + v.z*v.z; /* DotProduct(v, v) */
}
inline D3DVALUE Magnitude(const _D3DVECTOR& v)
{
return sqrt(SquareMagnitude(v));
}
inline _D3DVECTOR Normalize(const _D3DVECTOR& v)
{
return v / Magnitude(v);
}
inline D3DVALUE DotProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
inline _D3DVECTOR CrossProduct(const _D3DVECTOR& v1, const _D3DVECTOR& v2)
{
_D3DVECTOR res;
/* this is a left-handed cross product, right? */
res.x = v1.y * v2.z - v1.z * v2.y;
res.y = v1.z * v2.x - v1.x * v2.z;
res.z = v1.x * v2.y - v1.y * v2.x;
return res;
}
#endif
|