// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef Point_hpp
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#define Point_hpp
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namespace sw
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{
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struct Vector;
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struct Matrix;
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struct Point
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{
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Point();
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Point(const int i);
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Point(const Point &P);
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Point(const Vector &v);
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Point(float Px, float Py, float Pz);
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Point &operator=(const Point &P);
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union
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{
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float p[3];
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struct
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{
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float x;
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float y;
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float z;
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};
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};
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float &operator[](int i);
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float &operator()(int i);
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const float &operator[](int i) const;
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const float &operator()(int i) const;
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Point &operator+=(const Vector &v);
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Point &operator-=(const Vector &v);
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friend Point operator+(const Point &P, const Vector &v);
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friend Point operator-(const Point &P, const Vector &v);
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friend Vector operator-(const Point &P, const Point &Q);
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friend Point operator*(const Matrix &M, const Point& P);
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friend Point operator*(const Point &P, const Matrix &M);
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friend Point &operator*=(Point &P, const Matrix &M);
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float d(const Point &P) const; // Distance between two points
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float d2(const Point &P) const; // Squared distance between two points
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static float d(const Point &P, const Point &Q); // Distance between two points
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static float d2(const Point &P, const Point &Q); // Squared distance between two points
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};
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}
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#include "Vector.hpp"
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namespace sw
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{
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inline Point::Point()
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{
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}
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inline Point::Point(const int i)
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{
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const float s = (float)i;
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x = s;
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y = s;
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z = s;
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}
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inline Point::Point(const Point &P)
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{
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x = P.x;
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y = P.y;
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z = P.z;
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}
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inline Point::Point(const Vector &v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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inline Point::Point(float P_x, float P_y, float P_z)
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{
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x = P_x;
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y = P_y;
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z = P_z;
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}
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inline Point &Point::operator=(const Point &P)
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{
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x = P.x;
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y = P.y;
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z = P.z;
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return *this;
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}
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inline float &Point::operator()(int i)
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{
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return p[i];
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}
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inline float &Point::operator[](int i)
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{
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return p[i];
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}
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inline const float &Point::operator()(int i) const
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{
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return p[i];
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}
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inline const float &Point::operator[](int i) const
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{
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return p[i];
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}
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}
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#endif // Point_hpp
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