1 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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2 | /** |
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3 | * Contains code for 3D vectors. |
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4 | * \file IcePoint.h |
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5 | * \author Pierre Terdiman |
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6 | * \date April, 4, 2000 |
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7 | */ |
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8 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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9 | |
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10 | /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// |
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11 | // Include Guard |
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12 | #ifndef __ICEPOINT_H__ |
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13 | #define __ICEPOINT_H__ |
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14 | |
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15 | // Forward declarations |
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16 | class HPoint; |
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17 | class Plane; |
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18 | class Matrix3x3; |
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19 | class Matrix4x4; |
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20 | |
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21 | #define CROSS2D(a, b) (a.x*b.y - b.x*a.y) |
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22 | |
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23 | const float EPSILON2 = 1.0e-20f; |
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24 | |
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25 | class ICEMATHS_API Point |
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26 | { |
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27 | public: |
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28 | |
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29 | //! Empty constructor |
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30 | inline_ Point() {} |
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31 | //! Constructor from a single float |
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32 | // inline_ Point(float val) : x(val), y(val), z(val) {} |
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33 | // Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug....... |
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34 | //! Constructor from floats |
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35 | inline_ Point(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {} |
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36 | //! Constructor from array |
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37 | inline_ Point(const float f[3]) : x(f[X]), y(f[Y]), z(f[Z]) {} |
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38 | //! Copy constructor |
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39 | inline_ Point(const Point& p) : x(p.x), y(p.y), z(p.z) {} |
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40 | //! Destructor |
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41 | inline_ ~Point() {} |
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42 | |
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43 | //! Clears the vector |
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44 | inline_ Point& Zero() { x = y = z = 0.0f; return *this; } |
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45 | |
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46 | //! + infinity |
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47 | inline_ Point& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; } |
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48 | //! - infinity |
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49 | inline_ Point& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; } |
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50 | |
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51 | //! Sets positive unit random vector |
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52 | Point& PositiveUnitRandomVector(); |
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53 | //! Sets unit random vector |
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54 | Point& UnitRandomVector(); |
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55 | |
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56 | //! Assignment from values |
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57 | inline_ Point& Set(float xx, float yy, float zz) { x = xx; y = yy; z = zz; return *this; } |
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58 | //! Assignment from array |
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59 | inline_ Point& Set(const float f[3]) { x = f[X]; y = f[Y]; z = f[Z]; return *this; } |
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60 | //! Assignment from another point |
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61 | inline_ Point& Set(const Point& src) { x = src.x; y = src.y; z = src.z; return *this; } |
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62 | |
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63 | //! Adds a vector |
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64 | inline_ Point& Add(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; } |
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65 | //! Adds a vector |
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66 | inline_ Point& Add(float xx, float yy, float zz) { x += xx; y += yy; z += zz; return *this; } |
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67 | //! Adds a vector |
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68 | inline_ Point& Add(const float f[3]) { x += f[X]; y += f[Y]; z += f[Z]; return *this; } |
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69 | //! Adds vectors |
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70 | inline_ Point& Add(const Point& p, const Point& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; } |
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71 | |
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72 | //! Subtracts a vector |
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73 | inline_ Point& Sub(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; } |
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74 | //! Subtracts a vector |
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75 | inline_ Point& Sub(float xx, float yy, float zz) { x -= xx; y -= yy; z -= zz; return *this; } |
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76 | //! Subtracts a vector |
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77 | inline_ Point& Sub(const float f[3]) { x -= f[X]; y -= f[Y]; z -= f[Z]; return *this; } |
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78 | //! Subtracts vectors |
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79 | inline_ Point& Sub(const Point& p, const Point& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; } |
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80 | |
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81 | //! this = -this |
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82 | inline_ Point& Neg() { x = -x; y = -y; z = -z; return *this; } |
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83 | //! this = -a |
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84 | inline_ Point& Neg(const Point& a) { x = -a.x; y = -a.y; z = -a.z; return *this; } |
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85 | |
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86 | //! Multiplies by a scalar |
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87 | inline_ Point& Mult(float s) { x *= s; y *= s; z *= s; return *this; } |
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88 | |
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89 | //! this = a * scalar |
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90 | inline_ Point& Mult(const Point& a, float scalar) |
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91 | { |
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92 | x = a.x * scalar; |
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93 | y = a.y * scalar; |
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94 | z = a.z * scalar; |
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95 | return *this; |
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96 | } |
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97 | |
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98 | //! this = a + b * scalar |
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99 | inline_ Point& Mac(const Point& a, const Point& b, float scalar) |
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100 | { |
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101 | x = a.x + b.x * scalar; |
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102 | y = a.y + b.y * scalar; |
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103 | z = a.z + b.z * scalar; |
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104 | return *this; |
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105 | } |
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106 | |
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107 | //! this = this + a * scalar |
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108 | inline_ Point& Mac(const Point& a, float scalar) |
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109 | { |
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110 | x += a.x * scalar; |
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111 | y += a.y * scalar; |
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112 | z += a.z * scalar; |
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113 | return *this; |
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114 | } |
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115 | |
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116 | //! this = a - b * scalar |
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117 | inline_ Point& Msc(const Point& a, const Point& b, float scalar) |
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118 | { |
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119 | x = a.x - b.x * scalar; |
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120 | y = a.y - b.y * scalar; |
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121 | z = a.z - b.z * scalar; |
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122 | return *this; |
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123 | } |
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124 | |
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125 | //! this = this - a * scalar |
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126 | inline_ Point& Msc(const Point& a, float scalar) |
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127 | { |
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128 | x -= a.x * scalar; |
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129 | y -= a.y * scalar; |
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130 | z -= a.z * scalar; |
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131 | return *this; |
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132 | } |
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133 | |
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134 | //! this = a + b * scalarb + c * scalarc |
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135 | inline_ Point& Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc) |
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136 | { |
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137 | x = a.x + b.x * scalarb + c.x * scalarc; |
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138 | y = a.y + b.y * scalarb + c.y * scalarc; |
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139 | z = a.z + b.z * scalarb + c.z * scalarc; |
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140 | return *this; |
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141 | } |
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142 | |
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143 | //! this = a - b * scalarb - c * scalarc |
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144 | inline_ Point& Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc) |
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145 | { |
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146 | x = a.x - b.x * scalarb - c.x * scalarc; |
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147 | y = a.y - b.y * scalarb - c.y * scalarc; |
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148 | z = a.z - b.z * scalarb - c.z * scalarc; |
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149 | return *this; |
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150 | } |
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151 | |
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152 | //! this = mat * a |
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153 | inline_ Point& Mult(const Matrix3x3& mat, const Point& a); |
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154 | |
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155 | //! this = mat1 * a1 + mat2 * a2 |
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156 | inline_ Point& Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2); |
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157 | |
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158 | //! this = this + mat * a |
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159 | inline_ Point& Mac(const Matrix3x3& mat, const Point& a); |
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160 | |
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161 | //! this = transpose(mat) * a |
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162 | inline_ Point& TransMult(const Matrix3x3& mat, const Point& a); |
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163 | |
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164 | //! Linear interpolate between two vectors: this = a + t * (b - a) |
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165 | inline_ Point& Lerp(const Point& a, const Point& b, float t) |
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166 | { |
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167 | x = a.x + t * (b.x - a.x); |
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168 | y = a.y + t * (b.y - a.y); |
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169 | z = a.z + t * (b.z - a.z); |
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170 | return *this; |
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171 | } |
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172 | |
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173 | //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2. |
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174 | //! this = p0 * (2t^2 - t^3 - t)/2 |
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175 | //! + p1 * (3t^3 - 5t^2 + 2)/2 |
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176 | //! + p2 * (4t^2 - 3t^3 + t)/2 |
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177 | //! + p3 * (t^3 - t^2)/2 |
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178 | inline_ Point& Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t) |
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179 | { |
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180 | float t2 = t * t; |
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181 | float t3 = t2 * t; |
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182 | float kp0 = (2.0f * t2 - t3 - t) * 0.5f; |
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183 | float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f; |
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184 | float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f; |
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185 | float kp3 = (t3 - t2) * 0.5f; |
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186 | x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3; |
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187 | y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3; |
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188 | z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3; |
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189 | return *this; |
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190 | } |
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191 | |
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192 | //! this = rotpos * r + linpos |
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193 | inline_ Point& Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos); |
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194 | |
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195 | //! this = trans(rotpos) * (r - linpos) |
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196 | inline_ Point& InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos); |
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197 | |
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198 | //! Returns MIN(x, y, z); |
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199 | inline_ float Min() const { return MIN(x, MIN(y, z)); } |
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200 | //! Returns MAX(x, y, z); |
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201 | inline_ float Max() const { return MAX(x, MAX(y, z)); } |
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202 | //! Sets each element to be componentwise minimum |
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203 | inline_ Point& Min(const Point& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; } |
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204 | //! Sets each element to be componentwise maximum |
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205 | inline_ Point& Max(const Point& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; } |
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206 | |
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207 | //! Clamps each element |
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208 | inline_ Point& Clamp(float min, float max) |
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209 | { |
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210 | if(x<min) x=min; if(x>max) x=max; |
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211 | if(y<min) y=min; if(y>max) y=max; |
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212 | if(z<min) z=min; if(z>max) z=max; |
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213 | return *this; |
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214 | } |
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215 | |
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216 | //! Computes square magnitude |
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217 | inline_ float SquareMagnitude() const { return x*x + y*y + z*z; } |
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218 | //! Computes magnitude |
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219 | inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); } |
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220 | //! Computes volume |
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221 | inline_ float Volume() const { return x * y * z; } |
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222 | |
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223 | //! Checks the point is near zero |
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224 | inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; } |
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225 | |
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226 | //! Tests for exact zero vector |
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227 | inline_ BOOL IsZero() const |
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228 | { |
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229 | if(IR(x) || IR(y) || IR(z)) return FALSE; |
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230 | return TRUE; |
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231 | } |
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232 | |
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233 | //! Checks point validity |
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234 | inline_ BOOL IsValid() const |
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235 | { |
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236 | if(!IsValidFloat(x)) return FALSE; |
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237 | if(!IsValidFloat(y)) return FALSE; |
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238 | if(!IsValidFloat(z)) return FALSE; |
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239 | return TRUE; |
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240 | } |
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241 | |
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242 | //! Slighty moves the point |
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243 | void Tweak(udword coord_mask, udword tweak_mask) |
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244 | { |
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245 | if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); } |
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246 | if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); } |
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247 | if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); } |
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248 | } |
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249 | |
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250 | #define TWEAKMASK 0x3fffff |
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251 | #define TWEAKNOTMASK ~TWEAKMASK |
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252 | //! Slighty moves the point out |
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253 | inline_ void TweakBigger() |
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254 | { |
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255 | udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy); |
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256 | Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy); |
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257 | Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy); |
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258 | } |
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259 | |
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260 | //! Slighty moves the point in |
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261 | inline_ void TweakSmaller() |
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262 | { |
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263 | udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy); |
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264 | Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy); |
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265 | Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy); |
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266 | } |
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267 | |
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268 | //! Normalizes the vector |
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269 | inline_ Point& Normalize() |
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270 | { |
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271 | float M = x*x + y*y + z*z; |
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272 | if(M) |
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273 | { |
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274 | M = 1.0f / sqrtf(M); |
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275 | x *= M; |
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276 | y *= M; |
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277 | z *= M; |
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278 | } |
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279 | return *this; |
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280 | } |
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281 | |
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282 | //! Sets vector length |
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283 | inline_ Point& SetLength(float length) |
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284 | { |
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285 | float NewLength = length / Magnitude(); |
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286 | x *= NewLength; |
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287 | y *= NewLength; |
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288 | z *= NewLength; |
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289 | return *this; |
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290 | } |
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291 | |
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292 | //! Clamps vector length |
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293 | inline_ Point& ClampLength(float limit_length) |
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294 | { |
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295 | if(limit_length>=0.0f) // Magnitude must be positive |
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296 | { |
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297 | float CurrentSquareLength = SquareMagnitude(); |
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298 | |
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299 | if(CurrentSquareLength > limit_length * limit_length) |
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300 | { |
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301 | float Coeff = limit_length / sqrtf(CurrentSquareLength); |
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302 | x *= Coeff; |
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303 | y *= Coeff; |
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304 | z *= Coeff; |
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305 | } |
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306 | } |
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307 | return *this; |
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308 | } |
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309 | |
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310 | //! Computes distance to another point |
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311 | inline_ float Distance(const Point& b) const |
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312 | { |
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313 | return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z)); |
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314 | } |
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315 | |
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316 | //! Computes square distance to another point |
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317 | inline_ float SquareDistance(const Point& b) const |
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318 | { |
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319 | return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z)); |
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320 | } |
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321 | |
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322 | //! Dot product dp = this|a |
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323 | inline_ float Dot(const Point& p) const { return p.x * x + p.y * y + p.z * z; } |
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324 | |
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325 | //! Cross product this = a x b |
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326 | inline_ Point& Cross(const Point& a, const Point& b) |
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327 | { |
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328 | x = a.y * b.z - a.z * b.y; |
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329 | y = a.z * b.x - a.x * b.z; |
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330 | z = a.x * b.y - a.y * b.x; |
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331 | return *this; |
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332 | } |
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333 | |
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334 | //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) ) |
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335 | inline_ udword VectorCode() const |
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336 | { |
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337 | return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29); |
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338 | } |
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339 | |
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340 | //! Returns largest axis |
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341 | inline_ PointComponent LargestAxis() const |
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342 | { |
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343 | const float* Vals = &x; |
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344 | PointComponent m = X; |
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345 | if(Vals[Y] > Vals[m]) m = Y; |
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346 | if(Vals[Z] > Vals[m]) m = Z; |
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347 | return m; |
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348 | } |
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349 | |
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350 | //! Returns closest axis |
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351 | inline_ PointComponent ClosestAxis() const |
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352 | { |
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353 | const float* Vals = &x; |
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354 | PointComponent m = X; |
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355 | if(AIR(Vals[Y]) > AIR(Vals[m])) m = Y; |
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356 | if(AIR(Vals[Z]) > AIR(Vals[m])) m = Z; |
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357 | return m; |
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358 | } |
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359 | |
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360 | //! Returns smallest axis |
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361 | inline_ PointComponent SmallestAxis() const |
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362 | { |
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363 | const float* Vals = &x; |
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364 | PointComponent m = X; |
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365 | if(Vals[Y] < Vals[m]) m = Y; |
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366 | if(Vals[Z] < Vals[m]) m = Z; |
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367 | return m; |
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368 | } |
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369 | |
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370 | //! Refracts the point |
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371 | Point& Refract(const Point& eye, const Point& n, float refractindex, Point& refracted); |
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372 | |
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373 | //! Projects the point onto a plane |
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374 | Point& ProjectToPlane(const Plane& p); |
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375 | |
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376 | //! Projects the point onto the screen |
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377 | void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const; |
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378 | |
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379 | //! Unfolds the point onto a plane according to edge(a,b) |
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380 | Point& Unfold(Plane& p, Point& a, Point& b); |
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381 | |
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382 | //! Hash function from Ville Miettinen |
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383 | inline_ udword GetHashValue() const |
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384 | { |
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385 | const udword* h = (const udword*)(this); |
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386 | udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 |
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387 | return (f>>22)^(f>>12)^(f); |
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388 | } |
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389 | |
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390 | //! Stuff magic values in the point, marking it as explicitely not used. |
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391 | void SetNotUsed(); |
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392 | //! Checks the point is marked as not used |
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393 | BOOL IsNotUsed() const; |
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394 | |
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395 | // Arithmetic operators |
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396 | |
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397 | //! Unary operator for Point Negate = - Point |
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398 | inline_ Point operator-() const { return Point(-x, -y, -z); } |
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399 | |
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400 | //! Operator for Point Plus = Point + Point. |
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401 | inline_ Point operator+(const Point& p) const { return Point(x + p.x, y + p.y, z + p.z); } |
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402 | //! Operator for Point Minus = Point - Point. |
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403 | inline_ Point operator-(const Point& p) const { return Point(x - p.x, y - p.y, z - p.z); } |
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404 | |
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405 | //! Operator for Point Mul = Point * Point. |
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406 | inline_ Point operator*(const Point& p) const { return Point(x * p.x, y * p.y, z * p.z); } |
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407 | //! Operator for Point Scale = Point * float. |
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408 | inline_ Point operator*(float s) const { return Point(x * s, y * s, z * s ); } |
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409 | //! Operator for Point Scale = float * Point. |
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410 | inline_ friend Point operator*(float s, const Point& p) { return Point(s * p.x, s * p.y, s * p.z); } |
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411 | |
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412 | //! Operator for Point Div = Point / Point. |
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413 | inline_ Point operator/(const Point& p) const { return Point(x / p.x, y / p.y, z / p.z); } |
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414 | //! Operator for Point Scale = Point / float. |
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415 | inline_ Point operator/(float s) const { s = 1.0f / s; return Point(x * s, y * s, z * s); } |
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416 | //! Operator for Point Scale = float / Point. |
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417 | inline_ friend Point operator/(float s, const Point& p) { return Point(s / p.x, s / p.y, s / p.z); } |
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418 | |
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419 | //! Operator for float DotProd = Point | Point. |
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420 | inline_ float operator|(const Point& p) const { return x*p.x + y*p.y + z*p.z; } |
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421 | //! Operator for Point VecProd = Point ^ Point. |
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422 | inline_ Point operator^(const Point& p) const |
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423 | { |
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424 | return Point( |
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425 | y * p.z - z * p.y, |
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426 | z * p.x - x * p.z, |
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427 | x * p.y - y * p.x ); |
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428 | } |
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429 | |
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430 | //! Operator for Point += Point. |
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431 | inline_ Point& operator+=(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; } |
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432 | //! Operator for Point += float. |
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433 | inline_ Point& operator+=(float s) { x += s; y += s; z += s; return *this; } |
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434 | |
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435 | //! Operator for Point -= Point. |
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436 | inline_ Point& operator-=(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; } |
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437 | //! Operator for Point -= float. |
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438 | inline_ Point& operator-=(float s) { x -= s; y -= s; z -= s; return *this; } |
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439 | |
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440 | //! Operator for Point *= Point. |
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441 | inline_ Point& operator*=(const Point& p) { x *= p.x; y *= p.y; z *= p.z; return *this; } |
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442 | //! Operator for Point *= float. |
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443 | inline_ Point& operator*=(float s) { x *= s; y *= s; z *= s; return *this; } |
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444 | |
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445 | //! Operator for Point /= Point. |
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446 | inline_ Point& operator/=(const Point& p) { x /= p.x; y /= p.y; z /= p.z; return *this; } |
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447 | //! Operator for Point /= float. |
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448 | inline_ Point& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; } |
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449 | |
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450 | // Logical operators |
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451 | |
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452 | //! Operator for "if(Point==Point)" |
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453 | inline_ bool operator==(const Point& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); } |
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454 | //! Operator for "if(Point!=Point)" |
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455 | inline_ bool operator!=(const Point& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); } |
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456 | |
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457 | // Arithmetic operators |
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458 | |
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459 | //! Operator for Point Mul = Point * Matrix3x3. |
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460 | inline_ Point operator*(const Matrix3x3& mat) const |
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461 | { |
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462 | class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining |
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463 | const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat; |
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464 | |
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465 | return Point( |
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466 | x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0], |
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467 | x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1], |
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468 | x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] ); |
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469 | } |
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470 | |
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471 | //! Operator for Point Mul = Point * Matrix4x4. |
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472 | inline_ Point operator*(const Matrix4x4& mat) const |
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473 | { |
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474 | class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining |
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475 | const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat; |
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476 | |
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477 | return Point( |
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478 | x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0], |
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479 | x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1], |
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480 | x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]); |
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481 | } |
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482 | |
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483 | //! Operator for Point *= Matrix3x3. |
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484 | inline_ Point& operator*=(const Matrix3x3& mat) |
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485 | { |
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486 | class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining |
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487 | const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat; |
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488 | |
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489 | float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0]; |
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490 | float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1]; |
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491 | float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2]; |
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492 | |
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493 | x = xp; y = yp; z = zp; |
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494 | |
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495 | return *this; |
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496 | } |
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497 | |
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498 | //! Operator for Point *= Matrix4x4. |
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499 | inline_ Point& operator*=(const Matrix4x4& mat) |
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500 | { |
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501 | class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining |
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502 | const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat; |
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503 | |
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504 | float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0]; |
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505 | float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1]; |
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506 | float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]; |
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507 | |
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508 | x = xp; y = yp; z = zp; |
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509 | |
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510 | return *this; |
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511 | } |
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512 | |
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513 | // Cast operators |
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514 | |
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515 | //! Cast a Point to a HPoint. w is set to zero. |
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516 | operator HPoint() const; |
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517 | |
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518 | inline_ operator const float*() const { return &x; } |
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519 | inline_ operator float*() { return &x; } |
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520 | |
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521 | public: |
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522 | float x, y, z; |
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523 | }; |
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524 | |
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525 | FUNCTION ICEMATHS_API void Normalize1(Point& a); |
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526 | FUNCTION ICEMATHS_API void Normalize2(Point& a); |
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527 | |
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528 | #endif //__ICEPOINT_H__ |
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