summaryrefslogtreecommitdiffhomepage
path: root/Opcode/Ice
diff options
context:
space:
mode:
authorAki <please@ignore.pl>2022-02-09 22:23:03 +0100
committerAki <please@ignore.pl>2022-02-09 22:53:55 +0100
commit373dc625f82b47096893add42c4472e4a57ab7eb (patch)
tree640228d02476d379de13071b13d1b1fa322b767f /Opcode/Ice
parent2d7dd844219965b81e81848e60d7f7bf23035ee4 (diff)
downloadstarshatter-373dc625f82b47096893add42c4472e4a57ab7eb.zip
starshatter-373dc625f82b47096893add42c4472e4a57ab7eb.tar.gz
starshatter-373dc625f82b47096893add42c4472e4a57ab7eb.tar.bz2
Moved third-party libraries to a separate subdirectory
Diffstat (limited to 'Opcode/Ice')
-rw-r--r--Opcode/Ice/IceAABB.cpp405
-rw-r--r--Opcode/Ice/IceAABB.h505
-rw-r--r--Opcode/Ice/IceAxes.h54
-rw-r--r--Opcode/Ice/IceBoundingSphere.h142
-rw-r--r--Opcode/Ice/IceContainer.cpp357
-rw-r--r--Opcode/Ice/IceContainer.h212
-rw-r--r--Opcode/Ice/IceFPU.h237
-rw-r--r--Opcode/Ice/IceHPoint.cpp70
-rw-r--r--Opcode/Ice/IceHPoint.h157
-rw-r--r--Opcode/Ice/IceIndexedTriangle.cpp548
-rw-r--r--Opcode/Ice/IceIndexedTriangle.h64
-rw-r--r--Opcode/Ice/IceLSS.h75
-rw-r--r--Opcode/Ice/IceMatrix3x3.cpp48
-rw-r--r--Opcode/Ice/IceMatrix3x3.h496
-rw-r--r--Opcode/Ice/IceMatrix4x4.cpp135
-rw-r--r--Opcode/Ice/IceMatrix4x4.h455
-rw-r--r--Opcode/Ice/IceMemoryMacros.h89
-rw-r--r--Opcode/Ice/IceOBB.cpp323
-rw-r--r--Opcode/Ice/IceOBB.h177
-rw-r--r--Opcode/Ice/IcePairs.h45
-rw-r--r--Opcode/Ice/IcePlane.cpp45
-rw-r--r--Opcode/Ice/IcePlane.h113
-rw-r--r--Opcode/Ice/IcePoint.cpp193
-rw-r--r--Opcode/Ice/IcePoint.h528
-rw-r--r--Opcode/Ice/IcePreprocessor.h128
-rw-r--r--Opcode/Ice/IceRandom.cpp35
-rw-r--r--Opcode/Ice/IceRandom.h42
-rw-r--r--Opcode/Ice/IceRay.cpp84
-rw-r--r--Opcode/Ice/IceRay.h98
-rw-r--r--Opcode/Ice/IceRevisitedRadix.cpp520
-rw-r--r--Opcode/Ice/IceRevisitedRadix.h65
-rw-r--r--Opcode/Ice/IceSegment.cpp57
-rw-r--r--Opcode/Ice/IceSegment.h55
-rw-r--r--Opcode/Ice/IceTriangle.cpp286
-rw-r--r--Opcode/Ice/IceTriangle.h68
-rw-r--r--Opcode/Ice/IceTrilist.h61
-rw-r--r--Opcode/Ice/IceTypes.h157
-rw-r--r--Opcode/Ice/IceUtils.cpp39
-rw-r--r--Opcode/Ice/IceUtils.h256
39 files changed, 0 insertions, 7424 deletions
diff --git a/Opcode/Ice/IceAABB.cpp b/Opcode/Ice/IceAABB.cpp
deleted file mode 100644
index 03bca6c..0000000
--- a/Opcode/Ice/IceAABB.cpp
+++ /dev/null
@@ -1,405 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains AABB-related code.
- * \file IceAABB.cpp
- * \author Pierre Terdiman
- * \date January, 29, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * AABB class.
- * \class AABB
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the sum of two AABBs.
- * \param aabb [in] the other AABB
- * \return Self-Reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-AABB& AABB::Add(const AABB& aabb)
-{
- // Compute new min & max values
- IcePoint Min; GetMin(Min);
- IcePoint Tmp; aabb.GetMin(Tmp);
- Min.Min(Tmp);
-
- IcePoint Max; GetMax(Max);
- aabb.GetMax(Tmp);
- Max.Max(Tmp);
-
- // Update this
- SetMinMax(Min, Max);
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Makes a cube from the AABB.
- * \param cube [out] the cube AABB
- * \return cube edge length
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float AABB::MakeCube(AABB& cube) const
-{
- IcePoint Ext; GetExtents(Ext);
- float Max = Ext.Max();
-
- IcePoint Cnt; GetCenter(Cnt);
- cube.SetCenterExtents(Cnt, IcePoint(Max, Max, Max));
- return Max;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Makes a sphere from the AABB.
- * \param sphere [out] sphere containing the AABB
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void AABB::MakeSphere(Sphere& sphere) const
-{
- GetExtents(sphere.mCenter);
- sphere.mRadius = sphere.mCenter.Magnitude() * 1.00001f; // To make sure sphere::Contains(*this) succeeds
- GetCenter(sphere.mCenter);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks a box is inside another box.
- * \param box [in] the other AABB
- * \return true if current box is inside input box
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool AABB::IsInside(const AABB& box) const
-{
- if(box.GetMin(0)>GetMin(0)) return false;
- if(box.GetMin(1)>GetMin(1)) return false;
- if(box.GetMin(2)>GetMin(2)) return false;
- if(box.GetMax(0)<GetMax(0)) return false;
- if(box.GetMax(1)<GetMax(1)) return false;
- if(box.GetMax(2)<GetMax(2)) return false;
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the AABB planes.
- * \param planes [out] 6 planes surrounding the box
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool AABB::ComputePlanes(IcePlane* planes) const
-{
- // Checkings
- if(!planes) return false;
-
- IcePoint Center, Extents;
- GetCenter(Center);
- GetExtents(Extents);
-
- // Writes normals
- planes[0].n = IcePoint(1.0f, 0.0f, 0.0f);
- planes[1].n = IcePoint(-1.0f, 0.0f, 0.0f);
- planes[2].n = IcePoint(0.0f, 1.0f, 0.0f);
- planes[3].n = IcePoint(0.0f, -1.0f, 0.0f);
- planes[4].n = IcePoint(0.0f, 0.0f, 1.0f);
- planes[5].n = IcePoint(0.0f, 0.0f, -1.0f);
-
- // Compute a point on each plane
- IcePoint p0 = IcePoint(Center.x+Extents.x, Center.y, Center.z);
- IcePoint p1 = IcePoint(Center.x-Extents.x, Center.y, Center.z);
- IcePoint p2 = IcePoint(Center.x, Center.y+Extents.y, Center.z);
- IcePoint p3 = IcePoint(Center.x, Center.y-Extents.y, Center.z);
- IcePoint p4 = IcePoint(Center.x, Center.y, Center.z+Extents.z);
- IcePoint p5 = IcePoint(Center.x, Center.y, Center.z-Extents.z);
-
- // Compute d
- planes[0].d = -(planes[0].n|p0);
- planes[1].d = -(planes[1].n|p1);
- planes[2].d = -(planes[2].n|p2);
- planes[3].d = -(planes[3].n|p3);
- planes[4].d = -(planes[4].n|p4);
- planes[5].d = -(planes[5].n|p5);
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the aabb points.
- * \param pts [out] 8 box points
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool AABB::ComputePoints(IcePoint* pts) const
-{
- // Checkings
- if(!pts) return false;
-
- // Get box corners
- IcePoint min; GetMin(min);
- IcePoint max; GetMax(max);
-
- // 7+------+6 0 = ---
- // /| /| 1 = +--
- // / | / | 2 = ++-
- // / 4+---/--+5 3 = -+-
- // 3+------+2 / y z 4 = --+
- // | / | / | / 5 = +-+
- // |/ |/ |/ 6 = +++
- // 0+------+1 *---x 7 = -++
-
- // Generate 8 corners of the bbox
- pts[0] = IcePoint(min.x, min.y, min.z);
- pts[1] = IcePoint(max.x, min.y, min.z);
- pts[2] = IcePoint(max.x, max.y, min.z);
- pts[3] = IcePoint(min.x, max.y, min.z);
- pts[4] = IcePoint(min.x, min.y, max.z);
- pts[5] = IcePoint(max.x, min.y, max.z);
- pts[6] = IcePoint(max.x, max.y, max.z);
- pts[7] = IcePoint(min.x, max.y, max.z);
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets vertex normals.
- * \param pts [out] 8 box points
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-const IcePoint* AABB::GetVertexNormals() const
-{
- static float VertexNormals[] =
- {
- -INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, INVSQRT3, INVSQRT3,
- -INVSQRT3, INVSQRT3, INVSQRT3
- };
- return (const IcePoint*)VertexNormals;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns edges.
- * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-const udword* AABB::GetEdges() const
-{
- static udword Indices[] = {
- 0, 1, 1, 2, 2, 3, 3, 0,
- 7, 6, 6, 5, 5, 4, 4, 7,
- 1, 5, 6, 2,
- 3, 7, 4, 0
- };
- return Indices;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns edge normals.
- * \return edge normals in local space
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-const IcePoint* AABB::GetEdgeNormals() const
-{
- static float EdgeNormals[] =
- {
- 0, -INVSQRT2, -INVSQRT2, // 0-1
- INVSQRT2, 0, -INVSQRT2, // 1-2
- 0, INVSQRT2, -INVSQRT2, // 2-3
- -INVSQRT2, 0, -INVSQRT2, // 3-0
-
- 0, INVSQRT2, INVSQRT2, // 7-6
- INVSQRT2, 0, INVSQRT2, // 6-5
- 0, -INVSQRT2, INVSQRT2, // 5-4
- -INVSQRT2, 0, INVSQRT2, // 4-7
-
- INVSQRT2, -INVSQRT2, 0, // 1-5
- INVSQRT2, INVSQRT2, 0, // 6-2
- -INVSQRT2, INVSQRT2, 0, // 3-7
- -INVSQRT2, -INVSQRT2, 0 // 4-0
- };
- return (const IcePoint*)EdgeNormals;
-}
-
-// ===========================================================================
-// (C) 1996-98 Vienna University of Technology
-// ===========================================================================
-// NAME: bboxarea
-// TYPE: c++ code
-// PROJECT: Bounding Box Area
-// CONTENT: Computes area of 2D projection of 3D oriented bounding box
-// VERSION: 1.0
-// ===========================================================================
-// AUTHORS: ds Dieter Schmalstieg
-// ep Erik Pojar
-// ===========================================================================
-// HISTORY:
-//
-// 19-sep-99 15:23:03 ds last modification
-// 01-dec-98 15:23:03 ep created
-// ===========================================================================
-
-//----------------------------------------------------------------------------
-// SAMPLE CODE STARTS HERE
-//----------------------------------------------------------------------------
-
-// NOTE: This sample program requires OPEN INVENTOR!
-
-//indexlist: this table stores the 64 possible cases of classification of
-//the eyepoint with respect to the 6 defining planes of the bbox (2^6=64)
-//only 26 (3^3-1, where 1 is "inside" cube) of these cases are valid.
-//the first 6 numbers in each row are the indices of the bbox vertices that
-//form the outline of which we want to compute the area (counterclockwise
-//ordering), the 7th entry means the number of vertices in the outline.
-//there are 6 cases with a single face and and a 4-vertex outline, and
-//20 cases with 2 or 3 faces and a 6-vertex outline. a value of 0 indicates
-//an invalid case.
-
-
-// Original list was made of 7 items, I added an 8th element:
-// - to padd on a cache line
-// - to repeat the first entry to avoid modulos
-//
-// I also replaced original ints with sbytes.
-
-static const sbyte gIndexList[64][8] =
-{
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 0 inside
- { 0, 4, 7, 3, 0,-1,-1, 4}, // 1 left
- { 1, 2, 6, 5, 1,-1,-1, 4}, // 2 right
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 3 -
- { 0, 1, 5, 4, 0,-1,-1, 4}, // 4 bottom
- { 0, 1, 5, 4, 7, 3, 0, 6}, // 5 bottom, left
- { 0, 1, 2, 6, 5, 4, 0, 6}, // 6 bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, // 7 -
- { 2, 3, 7, 6, 2,-1,-1, 4}, // 8 top
- { 0, 4, 7, 6, 2, 3, 0, 6}, // 9 top, left
- { 1, 2, 3, 7, 6, 5, 1, 6}, //10 top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //11 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //12 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //13 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //14 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //15 -
- { 0, 3, 2, 1, 0,-1,-1, 4}, //16 front
- { 0, 4, 7, 3, 2, 1, 0, 6}, //17 front, left
- { 0, 3, 2, 6, 5, 1, 0, 6}, //18 front, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //19 -
- { 0, 3, 2, 1, 5, 4, 0, 6}, //20 front, bottom
- { 1, 5, 4, 7, 3, 2, 1, 6}, //21 front, bottom, left
- { 0, 3, 2, 6, 5, 4, 0, 6}, //22 front, bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //23 -
- { 0, 3, 7, 6, 2, 1, 0, 6}, //24 front, top
- { 0, 4, 7, 6, 2, 1, 0, 6}, //25 front, top, left
- { 0, 3, 7, 6, 5, 1, 0, 6}, //26 front, top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //27 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //28 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //29 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //30 -
- {-1,-1,-1,-1,-1,-1,-1, 0}, //31 -
- { 4, 5, 6, 7, 4,-1,-1, 4}, //32 back
- { 0, 4, 5, 6, 7, 3, 0, 6}, //33 back, left
- { 1, 2, 6, 7, 4, 5, 1, 6}, //34 back, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //35 -
- { 0, 1, 5, 6, 7, 4, 0, 6}, //36 back, bottom
- { 0, 1, 5, 6, 7, 3, 0, 6}, //37 back, bottom, left
- { 0, 1, 2, 6, 7, 4, 0, 6}, //38 back, bottom, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //39 -
- { 2, 3, 7, 4, 5, 6, 2, 6}, //40 back, top
- { 0, 4, 5, 6, 2, 3, 0, 6}, //41 back, top, left
- { 1, 2, 3, 7, 4, 5, 1, 6}, //42 back, top, right
- {-1,-1,-1,-1,-1,-1,-1, 0}, //43 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //44 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //45 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //46 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //47 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //48 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //49 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //50 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //51 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //52 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //53 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //54 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //55 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //56 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //57 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //58 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //59 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //60 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //61 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0}, //62 invalid
- {-1,-1,-1,-1,-1,-1,-1, 0} //63 invalid
-};
-
-const sbyte* AABB::ComputeOutline(const IcePoint& local_eye, sdword& num) const
-{
- // Get box corners
- IcePoint min; GetMin(min);
- IcePoint max; GetMax(max);
-
- // Compute 6-bit code to classify eye with respect to the 6 defining planes of the bbox
- int pos = ((local_eye.x < min.x) ? 1 : 0) // 1 = left
- + ((local_eye.x > max.x) ? 2 : 0) // 2 = right
- + ((local_eye.y < min.y) ? 4 : 0) // 4 = bottom
- + ((local_eye.y > max.y) ? 8 : 0) // 8 = top
- + ((local_eye.z < min.z) ? 16 : 0) // 16 = front
- + ((local_eye.z > max.z) ? 32 : 0); // 32 = back
-
- // Look up number of vertices in outline
- num = (sdword)gIndexList[pos][7];
- // Zero indicates invalid case
- if(!num) return null;
-
- return &gIndexList[pos][0];
-}
-
-// calculateBoxArea: computes the screen-projected 2D area of an oriented 3D bounding box
-
-//const IcePoint& eye, //eye point (in bbox object coordinates)
-//const AABB& box, //3d bbox
-//const Matrix4x4& mat, //free transformation for bbox
-//float width, float height, int& num)
-float AABB::ComputeBoxArea(const IcePoint& eye, const Matrix4x4& mat, float width, float height, sdword& num) const
-{
- const sbyte* Outline = ComputeOutline(eye, num);
- if(!Outline) return -1.0f;
-
- // Compute box vertices
- IcePoint vertexBox[8], dst[8];
- ComputePoints(vertexBox);
-
- // Transform all outline corners into 2D screen space
- for(sdword i=0;i<num;i++)
- {
- HPoint Projected;
- vertexBox[Outline[i]].ProjectToScreen(width, height, mat, Projected);
- dst[i] = Projected;
- }
-
- float Sum = (dst[num-1][0] - dst[0][0]) * (dst[num-1][1] + dst[0][1]);
-
- for(int i=0; i<num-1; i++)
- Sum += (dst[i][0] - dst[i+1][0]) * (dst[i][1] + dst[i+1][1]);
-
- return Sum * 0.5f; //return computed value corrected by 0.5
-}
diff --git a/Opcode/Ice/IceAABB.h b/Opcode/Ice/IceAABB.h
deleted file mode 100644
index fa8c3f0..0000000
--- a/Opcode/Ice/IceAABB.h
+++ /dev/null
@@ -1,505 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains AABB-related code. (axis-aligned bounding box)
- * \file IceAABB.h
- * \author Pierre Terdiman
- * \date January, 13, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEAABB_H__
-#define __ICEAABB_H__
-
- // Forward declarations
- class Sphere;
-
-//! Declarations of type-independent methods (most of them implemented in the .cpp)
-#define AABB_COMMON_METHODS \
- AABB& Add(const AABB& aabb); \
- float MakeCube(AABB& cube) const; \
- void MakeSphere(Sphere& sphere) const; \
- const sbyte* ComputeOutline(const IcePoint& local_eye, sdword& num) const; \
- float ComputeBoxArea(const IcePoint& eye, const Matrix4x4& mat, float width, float height, sdword& num) const; \
- bool IsInside(const AABB& box) const; \
- bool ComputePlanes(IcePlane* planes) const; \
- bool ComputePoints(IcePoint* pts) const; \
- const IcePoint* GetVertexNormals() const; \
- const udword* GetEdges() const; \
- const IcePoint* GetEdgeNormals() const; \
- inline_ BOOL ContainsPoint(const IcePoint& p) const \
- { \
- if(p.x > GetMax(0) || p.x < GetMin(0)) return FALSE; \
- if(p.y > GetMax(1) || p.y < GetMin(1)) return FALSE; \
- if(p.z > GetMax(2) || p.z < GetMin(2)) return FALSE; \
- return TRUE; \
- }
-
- enum AABBType
- {
- AABB_RENDER = 0, //!< AABB used for rendering. Not visible == not rendered.
- AABB_UPDATE = 1, //!< AABB used for dynamic updates. Not visible == not updated.
-
- AABB_FORCE_DWORD = 0x7fffffff,
- };
-
-#ifdef USE_MINMAX
-
- struct ICEMATHS_API ShadowAABB
- {
- Point mMin;
- Point mMax;
- };
-
- class ICEMATHS_API AABB
- {
- public:
- //! Constructor
- inline_ AABB() {}
- //! Destructor
- inline_ ~AABB() {}
-
- //! Type-independent methods
- AABB_COMMON_METHODS;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an AABB from min & max vectors.
- * \param min [in] the min point
- * \param max [in] the max point
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetMinMax(const Point& min, const Point& max) { mMin = min; mMax = max; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an AABB from center & extents vectors.
- * \param c [in] the center point
- * \param e [in] the extents vector
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetCenterExtents(const Point& c, const Point& e) { mMin = c - e; mMax = c + e; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an empty AABB.
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetEmpty() { Point p(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT); mMin = -p; mMax = p;}
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups a point AABB.
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetPoint(const Point& pt) { mMin = mMax = pt; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Gets the size of the AABB. The size is defined as the longest extent.
- * \return the size of the AABB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- float GetSize() const { Point e; GetExtents(e); return e.Max(); }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Extends the AABB.
- * \param p [in] the next point
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void Extend(const Point& p)
- {
- if(p.x > mMax.x) mMax.x = p.x;
- if(p.x < mMin.x) mMin.x = p.x;
-
- if(p.y > mMax.y) mMax.y = p.y;
- if(p.y < mMin.y) mMin.y = p.y;
-
- if(p.z > mMax.z) mMax.z = p.z;
- if(p.z < mMin.z) mMin.z = p.z;
- }
- // Data access
-
- //! Get min point of the box
- inline_ void GetMin(Point& min) const { min = mMin; }
- //! Get max point of the box
- inline_ void GetMax(Point& max) const { max = mMax; }
-
- //! Get component of the box's min point along a given axis
- inline_ float GetMin(udword axis) const { return mMin[axis]; }
- //! Get component of the box's max point along a given axis
- inline_ float GetMax(udword axis) const { return mMax[axis]; }
-
- //! Get box center
- inline_ void GetCenter(Point& center) const { center = (mMax + mMin)*0.5f; }
- //! Get box extents
- inline_ void GetExtents(Point& extents) const { extents = (mMax - mMin)*0.5f; }
-
- //! Get component of the box's center along a given axis
- inline_ float GetCenter(udword axis) const { return (mMax[axis] + mMin[axis])*0.5f; }
- //! Get component of the box's extents along a given axis
- inline_ float GetExtents(udword axis) const { return (mMax[axis] - mMin[axis])*0.5f; }
-
- //! Get box diagonal
- inline_ void GetDiagonal(Point& diagonal) const { diagonal = mMax - mMin; }
- inline_ float GetWidth() const { return mMax.x - mMin.x; }
- inline_ float GetHeight() const { return mMax.y - mMin.y; }
- inline_ float GetDepth() const { return mMax.z - mMin.z; }
-
- //! Volume
- inline_ float GetVolume() const { return GetWidth() * GetHeight() * GetDepth(); }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the intersection between two AABBs.
- * \param a [in] the other AABB
- * \return true on intersection
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL Intersect(const AABB& a) const
- {
- if(mMax.x < a.mMin.x
- || a.mMax.x < mMin.x
- || mMax.y < a.mMin.y
- || a.mMax.y < mMin.y
- || mMax.z < a.mMin.z
- || a.mMax.z < mMin.z) return FALSE;
-
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the 1D-intersection between two AABBs, on a given axis.
- * \param a [in] the other AABB
- * \param axis [in] the axis (0, 1, 2)
- * \return true on intersection
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL Intersect(const AABB& a, udword axis) const
- {
- if(mMax[axis] < a.mMin[axis] || a.mMax[axis] < mMin[axis]) return FALSE;
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
- * Original code by Charles Bloom on the GD-Algorithm list. (I slightly modified it)
- * \param mtx [in] the transform matrix
- * \param aabb [out] the transformed AABB [can be *this]
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
- {
- // The three edges transformed: you can efficiently transform an X-only vector
- // by just getting the "X" column of the matrix
- Point vx,vy,vz;
- mtx.GetRow(0, vx); vx *= (mMax.x - mMin.x);
- mtx.GetRow(1, vy); vy *= (mMax.y - mMin.y);
- mtx.GetRow(2, vz); vz *= (mMax.z - mMin.z);
-
- // Transform the min point
- aabb.mMin = aabb.mMax = mMin * mtx;
-
- // Take the transformed min & axes and find new extents
- // Using CPU code in the right place is faster...
- if(IS_NEGATIVE_FLOAT(vx.x)) aabb.mMin.x += vx.x; else aabb.mMax.x += vx.x;
- if(IS_NEGATIVE_FLOAT(vx.y)) aabb.mMin.y += vx.y; else aabb.mMax.y += vx.y;
- if(IS_NEGATIVE_FLOAT(vx.z)) aabb.mMin.z += vx.z; else aabb.mMax.z += vx.z;
- if(IS_NEGATIVE_FLOAT(vy.x)) aabb.mMin.x += vy.x; else aabb.mMax.x += vy.x;
- if(IS_NEGATIVE_FLOAT(vy.y)) aabb.mMin.y += vy.y; else aabb.mMax.y += vy.y;
- if(IS_NEGATIVE_FLOAT(vy.z)) aabb.mMin.z += vy.z; else aabb.mMax.z += vy.z;
- if(IS_NEGATIVE_FLOAT(vz.x)) aabb.mMin.x += vz.x; else aabb.mMax.x += vz.x;
- if(IS_NEGATIVE_FLOAT(vz.y)) aabb.mMin.y += vz.y; else aabb.mMax.y += vz.y;
- if(IS_NEGATIVE_FLOAT(vz.z)) aabb.mMin.z += vz.z; else aabb.mMax.z += vz.z;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks the AABB is valid.
- * \return true if the box is valid
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL IsValid() const
- {
- // Consistency condition for (Min, Max) boxes: min < max
- if(mMin.x > mMax.x) return FALSE;
- if(mMin.y > mMax.y) return FALSE;
- if(mMin.z > mMax.z) return FALSE;
- return TRUE;
- }
-
- //! Operator for AABB *= float. Scales the extents, keeps same center.
- inline_ AABB& operator*=(float s)
- {
- Point Center; GetCenter(Center);
- Point Extents; GetExtents(Extents);
- SetCenterExtents(Center, Extents * s);
- return *this;
- }
-
- //! Operator for AABB /= float. Scales the extents, keeps same center.
- inline_ AABB& operator/=(float s)
- {
- Point Center; GetCenter(Center);
- Point Extents; GetExtents(Extents);
- SetCenterExtents(Center, Extents / s);
- return *this;
- }
-
- //! Operator for AABB += Point. Translates the box.
- inline_ AABB& operator+=(const Point& trans)
- {
- mMin+=trans;
- mMax+=trans;
- return *this;
- }
- private:
- Point mMin; //!< Min point
- Point mMax; //!< Max point
- };
-
-#else
-
- class ICEMATHS_API AABB
- {
- public:
- //! Constructor
- inline_ AABB() {}
- //! Destructor
- inline_ ~AABB() {}
-
- //! Type-independent methods
- AABB_COMMON_METHODS;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an AABB from min & max vectors.
- * \param min [in] the min point
- * \param max [in] the max point
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetMinMax(const IcePoint& min, const IcePoint& max) { mCenter = (max + min)*0.5f; mExtents = (max - min)*0.5f; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an AABB from center & extents vectors.
- * \param c [in] the center point
- * \param e [in] the extents vector
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetCenterExtents(const IcePoint& c, const IcePoint& e) { mCenter = c; mExtents = e; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an empty AABB.
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetEmpty() { mCenter.Zero(); mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);}
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups a point AABB.
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetPoint(const IcePoint& pt) { mCenter = pt; mExtents.Zero(); }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Gets the size of the AABB. The size is defined as the longest extent.
- * \return the size of the AABB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- float GetSize() const { return mExtents.Max(); }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Extends the AABB.
- * \param p [in] the next point
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void Extend(const IcePoint& p)
- {
- IcePoint Max = mCenter + mExtents;
- IcePoint Min = mCenter - mExtents;
-
- if(p.x > Max.x) Max.x = p.x;
- if(p.x < Min.x) Min.x = p.x;
-
- if(p.y > Max.y) Max.y = p.y;
- if(p.y < Min.y) Min.y = p.y;
-
- if(p.z > Max.z) Max.z = p.z;
- if(p.z < Min.z) Min.z = p.z;
-
- SetMinMax(Min, Max);
- }
- // Data access
-
- //! Get min point of the box
- inline_ void GetMin(IcePoint& min) const { min = mCenter - mExtents; }
- //! Get max point of the box
- inline_ void GetMax(IcePoint& max) const { max = mCenter + mExtents; }
-
- //! Get component of the box's min point along a given axis
- inline_ float GetMin(udword axis) const { return mCenter[axis] - mExtents[axis]; }
- //! Get component of the box's max point along a given axis
- inline_ float GetMax(udword axis) const { return mCenter[axis] + mExtents[axis]; }
-
- //! Get box center
- inline_ void GetCenter(IcePoint& center) const { center = mCenter; }
- //! Get box extents
- inline_ void GetExtents(IcePoint& extents) const { extents = mExtents; }
-
- //! Get component of the box's center along a given axis
- inline_ float GetCenter(udword axis) const { return mCenter[axis]; }
- //! Get component of the box's extents along a given axis
- inline_ float GetExtents(udword axis) const { return mExtents[axis]; }
-
- //! Get box diagonal
- inline_ void GetDiagonal(IcePoint& diagonal) const { diagonal = mExtents * 2.0f; }
- inline_ float GetWidth() const { return mExtents.x * 2.0f; }
- inline_ float GetHeight() const { return mExtents.y * 2.0f; }
- inline_ float GetDepth() const { return mExtents.z * 2.0f; }
-
- //! Volume
- inline_ float GetVolume() const { return mExtents.x * mExtents.y * mExtents.z * 8.0f; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the intersection between two AABBs.
- * \param a [in] the other AABB
- * \return true on intersection
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL Intersect(const AABB& a) const
- {
- float tx = mCenter.x - a.mCenter.x; float ex = a.mExtents.x + mExtents.x; if(AIR(tx) > IR(ex)) return FALSE;
- float ty = mCenter.y - a.mCenter.y; float ey = a.mExtents.y + mExtents.y; if(AIR(ty) > IR(ey)) return FALSE;
- float tz = mCenter.z - a.mCenter.z; float ez = a.mExtents.z + mExtents.z; if(AIR(tz) > IR(ez)) return FALSE;
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * The standard intersection method from Gamasutra. Just here to check its speed against the one above.
- * \param a [in] the other AABB
- * \return true on intersection
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool GomezIntersect(const AABB& a)
- {
- IcePoint T = mCenter - a.mCenter; // Vector from A to B
- return ((fabsf(T.x) <= (a.mExtents.x + mExtents.x))
- && (fabsf(T.y) <= (a.mExtents.y + mExtents.y))
- && (fabsf(T.z) <= (a.mExtents.z + mExtents.z)));
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the 1D-intersection between two AABBs, on a given axis.
- * \param a [in] the other AABB
- * \param axis [in] the axis (0, 1, 2)
- * \return true on intersection
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL Intersect(const AABB& a, udword axis) const
- {
- float t = mCenter[axis] - a.mCenter[axis];
- float e = a.mExtents[axis] + mExtents[axis];
- if(AIR(t) > IR(e)) return FALSE;
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Recomputes the AABB after an arbitrary transform by a 4x4 matrix.
- * \param mtx [in] the transform matrix
- * \param aabb [out] the transformed AABB [can be *this]
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void Rotate(const Matrix4x4& mtx, AABB& aabb) const
- {
- // Compute new center
- aabb.mCenter = mCenter * mtx;
-
- // Compute new extents. FPU code & CPU code have been interleaved for improved performance.
- IcePoint Ex(mtx.m[0][0] * mExtents.x, mtx.m[0][1] * mExtents.x, mtx.m[0][2] * mExtents.x);
- IR(Ex.x)&=0x7fffffff; IR(Ex.y)&=0x7fffffff; IR(Ex.z)&=0x7fffffff;
-
- IcePoint Ey(mtx.m[1][0] * mExtents.y, mtx.m[1][1] * mExtents.y, mtx.m[1][2] * mExtents.y);
- IR(Ey.x)&=0x7fffffff; IR(Ey.y)&=0x7fffffff; IR(Ey.z)&=0x7fffffff;
-
- IcePoint Ez(mtx.m[2][0] * mExtents.z, mtx.m[2][1] * mExtents.z, mtx.m[2][2] * mExtents.z);
- IR(Ez.x)&=0x7fffffff; IR(Ez.y)&=0x7fffffff; IR(Ez.z)&=0x7fffffff;
-
- aabb.mExtents.x = Ex.x + Ey.x + Ez.x;
- aabb.mExtents.y = Ex.y + Ey.y + Ez.y;
- aabb.mExtents.z = Ex.z + Ey.z + Ez.z;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks the AABB is valid.
- * \return true if the box is valid
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL IsValid() const
- {
- // Consistency condition for (Center, Extents) boxes: Extents >= 0
- if(IS_NEGATIVE_FLOAT(mExtents.x)) return FALSE;
- if(IS_NEGATIVE_FLOAT(mExtents.y)) return FALSE;
- if(IS_NEGATIVE_FLOAT(mExtents.z)) return FALSE;
- return TRUE;
- }
-
- //! Operator for AABB *= float. Scales the extents, keeps same center.
- inline_ AABB& operator*=(float s) { mExtents*=s; return *this; }
-
- //! Operator for AABB /= float. Scales the extents, keeps same center.
- inline_ AABB& operator/=(float s) { mExtents/=s; return *this; }
-
- //! Operator for AABB += Point. Translates the box.
- inline_ AABB& operator+=(const IcePoint& trans)
- {
- mCenter+=trans;
- return *this;
- }
- private:
- IcePoint mCenter; //!< AABB Center
- IcePoint mExtents; //!< x, y and z extents
- };
-
-#endif
-
- inline_ void ComputeMinMax(const IcePoint& p, IcePoint& min, IcePoint& max)
- {
- if(p.x > max.x) max.x = p.x;
- if(p.x < min.x) min.x = p.x;
-
- if(p.y > max.y) max.y = p.y;
- if(p.y < min.y) min.y = p.y;
-
- if(p.z > max.z) max.z = p.z;
- if(p.z < min.z) min.z = p.z;
- }
-
- inline_ void ComputeAABB(AABB& aabb, const IcePoint* list, udword nb_pts)
- {
- if(list)
- {
- IcePoint Maxi(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
- IcePoint Mini(MAX_FLOAT, MAX_FLOAT, MAX_FLOAT);
- while(nb_pts--)
- {
-// _prefetch(list+1); // off by one ?
- ComputeMinMax(*list++, Mini, Maxi);
- }
- aabb.SetMinMax(Mini, Maxi);
- }
- }
-
-#endif // __ICEAABB_H__
diff --git a/Opcode/Ice/IceAxes.h b/Opcode/Ice/IceAxes.h
deleted file mode 100644
index 842b55e..0000000
--- a/Opcode/Ice/IceAxes.h
+++ /dev/null
@@ -1,54 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains axes definition.
- * \file IceAxes.h
- * \author Pierre Terdiman
- * \date January, 29, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEAXES_H__
-#define __ICEAXES_H__
-
- enum PointComponent
- {
- _X = 0,
- _Y = 1,
- _Z = 2,
- _W = 3,
-
- _FORCE_DWORD = 0x7fffffff
- };
-
- enum AxisOrder
- {
- AXES_XYZ = (_X)|(_Y<<2)|(_Z<<4),
- AXES_XZY = (_X)|(_Z<<2)|(_Y<<4),
- AXES_YXZ = (_Y)|(_X<<2)|(_Z<<4),
- AXES_YZX = (_Y)|(_Z<<2)|(_X<<4),
- AXES_ZXY = (_Z)|(_X<<2)|(_Y<<4),
- AXES_ZYX = (_Z)|(_Y<<2)|(_X<<4),
-
- AXES_FORCE_DWORD = 0x7fffffff
- };
-
- class ICEMATHS_API Axes
- {
- public:
-
- inline_ Axes(AxisOrder order)
- {
- mAxis0 = (order ) & 3;
- mAxis1 = (order>>2) & 3;
- mAxis2 = (order>>4) & 3;
- }
- inline_ ~Axes() {}
-
- udword mAxis0;
- udword mAxis1;
- udword mAxis2;
- };
-
-#endif // __ICEAXES_H__
diff --git a/Opcode/Ice/IceBoundingSphere.h b/Opcode/Ice/IceBoundingSphere.h
deleted file mode 100644
index df2861d..0000000
--- a/Opcode/Ice/IceBoundingSphere.h
+++ /dev/null
@@ -1,142 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code to compute the minimal bounding sphere.
- * \file IceBoundingSphere.h
- * \author Pierre Terdiman
- * \date January, 29, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEBOUNDINGSPHERE_H__
-#define __ICEBOUNDINGSPHERE_H__
-
- enum BSphereMethod
- {
- BS_NONE,
- BS_GEMS,
- BS_MINIBALL,
-
- BS_FORCE_DWORD = 0x7fffffff
- };
-
- class ICEMATHS_API Sphere
- {
- public:
- //! Constructor
- inline_ Sphere() {}
- //! Constructor
- inline_ Sphere(const IcePoint& center, float radius) : mCenter(center), mRadius(radius) {}
- //! Constructor
- Sphere(udword nb_verts, const IcePoint* verts);
- //! Copy constructor
- inline_ Sphere(const Sphere& sphere) : mCenter(sphere.mCenter), mRadius(sphere.mRadius) {}
- //! Destructor
- inline_ ~Sphere() {}
-
- BSphereMethod Compute(udword nb_verts, const IcePoint* verts);
- bool FastCompute(udword nb_verts, const IcePoint* verts);
-
- // Access methods
- inline_ const IcePoint& GetCenter() const { return mCenter; }
- inline_ float GetRadius() const { return mRadius; }
-
- inline_ const IcePoint& Center() const { return mCenter; }
- inline_ float Radius() const { return mRadius; }
-
- inline_ Sphere& Set(const IcePoint& center, float radius) { mCenter = center; mRadius = radius; return *this; }
- inline_ Sphere& SetCenter(const IcePoint& center) { mCenter = center; return *this; }
- inline_ Sphere& SetRadius(float radius) { mRadius = radius; return *this; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a IcePoint is contained within the sphere.
- * \param p [in] the IcePoint to test
- * \return true if inside the sphere
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Contains(const IcePoint& p) const
- {
- return mCenter.SquareDistance(p) <= mRadius*mRadius;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a sphere is contained within the sphere.
- * \param sphere [in] the sphere to test
- * \return true if inside the sphere
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Contains(const Sphere& sphere) const
- {
- // If our radius is the smallest, we can't possibly contain the other sphere
- if(mRadius < sphere.mRadius) return false;
- // So r is always positive or null now
- float r = mRadius - sphere.mRadius;
- return mCenter.SquareDistance(sphere.mCenter) <= r*r;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a box is contained within the sphere.
- * \param aabb [in] the box to test
- * \return true if inside the sphere
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL Contains(const AABB& aabb) const
- {
- // I assume if all 8 box vertices are inside the sphere, so does the whole box.
- // Sounds ok but maybe there's a better way?
- float R2 = mRadius * mRadius;
-#ifdef USE_MIN_MAX
- const IcePoint& Max = ((ShadowAABB&)&aabb).mMax;
- const IcePoint& Min = ((ShadowAABB&)&aabb).mMin;
-#else
- IcePoint Max; aabb.GetMax(Max);
- IcePoint Min; aabb.GetMin(Min);
-#endif
- IcePoint p;
- p.x=Max.x; p.y=Max.y; p.z=Max.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Max.x; p.y=Max.y; p.z=Min.z; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Max.x; p.y=Min.y; if(mCenter.SquareDistance(p)>=R2) return FALSE;
- p.x=Min.x; if(mCenter.SquareDistance(p)>=R2) return FALSE;
-
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if the sphere intersects another sphere
- * \param sphere [in] the other sphere
- * \return true if spheres overlap
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Intersect(const Sphere& sphere) const
- {
- float r = mRadius + sphere.mRadius;
- return mCenter.SquareDistance(sphere.mCenter) <= r*r;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks the sphere is valid.
- * \return true if the box is valid
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL IsValid() const
- {
- // Consistency condition for spheres: Radius >= 0.0f
- if(mRadius < 0.0f) return FALSE;
- return TRUE;
- }
- public:
- IcePoint mCenter; //!< Sphere center
- float mRadius; //!< Sphere radius
- };
-
-#endif // __ICEBOUNDINGSPHERE_H__
diff --git a/Opcode/Ice/IceContainer.cpp b/Opcode/Ice/IceContainer.cpp
deleted file mode 100644
index dc59602..0000000
--- a/Opcode/Ice/IceContainer.cpp
+++ /dev/null
@@ -1,357 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a simple container class.
- * \file IceContainer.cpp
- * \author Pierre Terdiman
- * \date February, 5, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a list of 32-bits values.
- * Use this class when you need to store an unknown number of values. The list is automatically
- * resized and can contains 32-bits entities (dwords or floats)
- *
- * \class Container
- * \author Pierre Terdiman
- * \version 1.0
- * \date 08.15.98
-*/
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceCore;
-
-// Static members
-#ifdef CONTAINER_STATS
-#ifdef OPCODE_EXPORTS
-udword Container::mNbContainers = 0;
-udword Container::mUsedRam = 0;
-#endif
-#endif
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Constructor. No entries allocated there.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container::Container() : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
-{
-#ifdef CONTAINER_STATS
- mNbContainers++;
- mUsedRam+=sizeof(Container);
-#endif
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Constructor. Also allocates a given number of entries.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container::Container(udword size, float growth_factor) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(growth_factor)
-{
-#ifdef CONTAINER_STATS
- mNbContainers++;
- mUsedRam+=sizeof(Container);
-#endif
- SetSize(size);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Copy constructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container::Container(const Container& object) : mMaxNbEntries(0), mCurNbEntries(0), mEntries(null), mGrowthFactor(2.0f)
-{
-#ifdef CONTAINER_STATS
- mNbContainers++;
- mUsedRam+=sizeof(Container);
-#endif
- *this = object;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Destructor. Frees everything and leaves.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container::~Container()
-{
- Empty();
-#ifdef CONTAINER_STATS
- mNbContainers--;
- mUsedRam-=GetUsedRam();
-#endif
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Clears the container. All stored values are deleted, and it frees used ram.
- * \see Reset()
- * \return Self-Reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container& Container::Empty()
-{
-#ifdef CONTAINER_STATS
- mUsedRam-=mMaxNbEntries*sizeof(udword);
-#endif
- DELETEARRAY(mEntries);
- mCurNbEntries = mMaxNbEntries = 0;
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Resizes the container.
- * \param needed [in] assume the container can be added at least "needed" values
- * \return true if success.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::Resize(udword needed)
-{
-#ifdef CONTAINER_STATS
- // Subtract previous amount of bytes
- mUsedRam-=mMaxNbEntries*sizeof(udword);
-#endif
-
- // Get more entries
- mMaxNbEntries = mMaxNbEntries ? udword(float(mMaxNbEntries)*mGrowthFactor) : 2; // Default nb Entries = 2
- if(mMaxNbEntries<mCurNbEntries + needed) mMaxNbEntries = mCurNbEntries + needed;
-
- // Get some bytes for new entries
- udword* NewEntries = new udword[mMaxNbEntries];
- CHECKALLOC(NewEntries);
-
-#ifdef CONTAINER_STATS
- // Add current amount of bytes
- mUsedRam+=mMaxNbEntries*sizeof(udword);
-#endif
-
- // Copy old data if needed
- if(mCurNbEntries) CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
-
- // Delete old data
- DELETEARRAY(mEntries);
-
- // Assign new pointer
- mEntries = NewEntries;
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Sets the initial size of the container. If it already contains something, it's discarded.
- * \param nb [in] Number of entries
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::SetSize(udword nb)
-{
- // Make sure it's empty
- Empty();
-
- // Checkings
- if(!nb) return false;
-
- // Initialize for nb entries
- mMaxNbEntries = nb;
-
- // Get some bytes for new entries
- mEntries = new udword[mMaxNbEntries];
- CHECKALLOC(mEntries);
-
-#ifdef CONTAINER_STATS
- // Add current amount of bytes
- mUsedRam+=mMaxNbEntries*sizeof(udword);
-#endif
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Refits the container and get rid of unused bytes.
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::Refit()
-{
-#ifdef CONTAINER_STATS
- // Subtract previous amount of bytes
- mUsedRam-=mMaxNbEntries*sizeof(udword);
-#endif
-
- // Get just enough entries
- mMaxNbEntries = mCurNbEntries;
- if(!mMaxNbEntries) return false;
-
- // Get just enough bytes
- udword* NewEntries = new udword[mMaxNbEntries];
- CHECKALLOC(NewEntries);
-
-#ifdef CONTAINER_STATS
- // Add current amount of bytes
- mUsedRam+=mMaxNbEntries*sizeof(udword);
-#endif
-
- // Copy old data
- CopyMemory(NewEntries, mEntries, mCurNbEntries*sizeof(udword));
-
- // Delete old data
- DELETEARRAY(mEntries);
-
- // Assign new pointer
- mEntries = NewEntries;
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks whether the container already contains a given value.
- * \param entry [in] the value to look for in the container
- * \param location [out] a possible pointer to store the entry location
- * \see Add(udword entry)
- * \see Add(float entry)
- * \see Empty()
- * \return true if the value has been found in the container, else false.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::Contains(udword entry, udword* location) const
-{
- // Look for the entry
- for(udword i=0;i<mCurNbEntries;i++)
- {
- if(mEntries[i]==entry)
- {
- if(location) *location = i;
- return true;
- }
- }
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Deletes an entry. If the container contains such an entry, it's removed.
- * \param entry [in] the value to delete.
- * \return true if the value has been found in the container, else false.
- * \warning This method is arbitrary slow (O(n)) and should be used carefully. Insertion order is not preserved.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::Delete(udword entry)
-{
- // Look for the entry
- for(udword i=0;i<mCurNbEntries;i++)
- {
- if(mEntries[i]==entry)
- {
- // Entry has been found at index i. The strategy is to copy the last current entry at index i, and decrement the current number of entries.
- DeleteIndex(i);
- return true;
- }
- }
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Deletes an entry, preserving the insertion order. If the container contains such an entry, it's removed.
- * \param entry [in] the value to delete.
- * \return true if the value has been found in the container, else false.
- * \warning This method is arbitrary slow (O(n)) and should be used carefully.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool Container::DeleteKeepingOrder(udword entry)
-{
- // Look for the entry
- for(udword i=0;i<mCurNbEntries;i++)
- {
- if(mEntries[i]==entry)
- {
- // Entry has been found at index i.
- // Shift entries to preserve order. You really should use a linked list instead.
- mCurNbEntries--;
- for(udword j=i;j<mCurNbEntries;j++)
- {
- mEntries[j] = mEntries[j+1];
- }
- return true;
- }
- }
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the next entry, starting from input one.
- * \param entry [in/out] On input, the entry to look for. On output, the next entry
- * \param find_mode [in] wrap/clamp
- * \return Self-Reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container& Container::FindNext(udword& entry, FindMode find_mode)
-{
- udword Location;
- if(Contains(entry, &Location))
- {
- Location++;
- if(Location==mCurNbEntries) Location = find_mode==FIND_WRAP ? 0 : mCurNbEntries-1;
- entry = mEntries[Location];
- }
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the previous entry, starting from input one.
- * \param entry [in/out] On input, the entry to look for. On output, the previous entry
- * \param find_mode [in] wrap/clamp
- * \return Self-Reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Container& Container::FindPrev(udword& entry, FindMode find_mode)
-{
- udword Location;
- if(Contains(entry, &Location))
- {
- Location--;
- if(Location==0xffffffff) Location = find_mode==FIND_WRAP ? mCurNbEntries-1 : 0;
- entry = mEntries[Location];
- }
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the ram used by the container.
- * \return the ram used in bytes.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-udword Container::GetUsedRam() const
-{
- return sizeof(Container) + mMaxNbEntries * sizeof(udword);
-}
-
-void Container::operator=(const Container& object)
-{
- SetSize(object.GetNbEntries());
- CopyMemory(mEntries, object.GetEntries(), mMaxNbEntries*sizeof(udword));
- mCurNbEntries = mMaxNbEntries;
-}
-
-udword Container::GetNbContainers() const
-{
- return mNbContainers;
-}
-
-udword Container::GetTotalBytes() const
-{
- return mUsedRam;
-}
diff --git a/Opcode/Ice/IceContainer.h b/Opcode/Ice/IceContainer.h
deleted file mode 100644
index 1284b3d..0000000
--- a/Opcode/Ice/IceContainer.h
+++ /dev/null
@@ -1,212 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a simple container class.
- * \file IceContainer.h
- * \author Pierre Terdiman
- * \date February, 5, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICECONTAINER_H__
-#define __ICECONTAINER_H__
-
- #define CONTAINER_STATS
-
- enum FindMode
- {
- FIND_CLAMP,
- FIND_WRAP,
-
- FIND_FORCE_DWORD = 0x7fffffff
- };
-
- class ICECORE_API Container
- {
- public:
- // Constructor / Destructor
- Container();
- Container(const Container& object);
- Container(udword size, float growth_factor);
- ~Container();
- // Management
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * A O(1) method to add a value in the container. The container is automatically resized if needed.
- * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
- * costs a lot more than the call overhead...
- *
- * \param entry [in] a udword to store in the container
- * \see Add(float entry)
- * \see Empty()
- * \see Contains(udword entry)
- * \return Self-Reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ Container& Add(udword entry)
- {
- // Resize if needed
- if(mCurNbEntries==mMaxNbEntries) Resize();
-
- // Add new entry
- mEntries[mCurNbEntries++] = entry;
- return *this;
- }
-
- inline_ Container& Add(const udword* entries, udword nb)
- {
- // Resize if needed
- if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
-
- // Add new entry
- CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(udword));
- mCurNbEntries+=nb;
- return *this;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * A O(1) method to add a value in the container. The container is automatically resized if needed.
- * The method is inline, not the resize. The call overhead happens on resizes only, which is not a problem since the resizing operation
- * costs a lot more than the call overhead...
- *
- * \param entry [in] a float to store in the container
- * \see Add(udword entry)
- * \see Empty()
- * \see Contains(udword entry)
- * \return Self-Reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ Container& Add(float entry)
- {
- // Resize if needed
- if(mCurNbEntries==mMaxNbEntries) Resize();
-
- // Add new entry
- mEntries[mCurNbEntries++] = IR(entry);
- return *this;
- }
-
- inline_ Container& Add(const float* entries, udword nb)
- {
- // Resize if needed
- if(mCurNbEntries+nb>mMaxNbEntries) Resize(nb);
-
- // Add new entry
- CopyMemory(&mEntries[mCurNbEntries], entries, nb*sizeof(float));
- mCurNbEntries+=nb;
- return *this;
- }
-
- //! Add unique [slow]
- inline_ Container& AddUnique(udword entry)
- {
- if(!Contains(entry)) Add(entry);
- return *this;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Clears the container. All stored values are deleted, and it frees used ram.
- * \see Reset()
- * \return Self-Reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Container& Empty();
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Resets the container. Stored values are discarded but the buffer is kept so that further calls don't need resizing again.
- * That's a kind of temporal coherence.
- * \see Empty()
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void Reset()
- {
- // Avoid the write if possible
- // ### CMOV
- if(mCurNbEntries) mCurNbEntries = 0;
- }
-
- // HANDLE WITH CARE
- inline_ void ForceSize(udword size)
- {
- mCurNbEntries = size;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Sets the initial size of the container. If it already contains something, it's discarded.
- * \param nb [in] Number of entries
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool SetSize(udword nb);
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Refits the container and get rid of unused bytes.
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool Refit();
-
- // Checks whether the container already contains a given value.
- bool Contains(udword entry, udword* location=null) const;
- // Deletes an entry - doesn't preserve insertion order.
- bool Delete(udword entry);
- // Deletes an entry - does preserve insertion order.
- bool DeleteKeepingOrder(udword entry);
- //! Deletes the very last entry.
- inline_ void DeleteLastEntry() { if(mCurNbEntries) mCurNbEntries--; }
- //! Deletes the entry whose index is given
- inline_ void DeleteIndex(udword index) { mEntries[index] = mEntries[--mCurNbEntries]; }
-
- // Helpers
- Container& FindNext(udword& entry, FindMode find_mode=FIND_CLAMP);
- Container& FindPrev(udword& entry, FindMode find_mode=FIND_CLAMP);
- // Data access.
- inline_ udword GetNbEntries() const { return mCurNbEntries; } //!< Returns the current number of entries.
- inline_ udword GetEntry(udword i) const { return mEntries[i]; } //!< Returns ith entry
- inline_ udword* GetEntries() const { return mEntries; } //!< Returns the list of entries.
-
- inline_ udword GetFirst() const { return mEntries[0]; }
- inline_ udword GetLast() const { return mEntries[mCurNbEntries-1]; }
-
- // Growth control
- inline_ float GetGrowthFactor() const { return mGrowthFactor; } //!< Returns the growth factor
- inline_ void SetGrowthFactor(float growth) { mGrowthFactor = growth; } //!< Sets the growth factor
- inline_ bool IsFull() const { return mCurNbEntries==mMaxNbEntries; } //!< Checks the container is full
- inline_ BOOL IsNotEmpty() const { return mCurNbEntries; } //!< Checks the container is empty
-
- //! Read-access as an array
- inline_ udword operator[](udword i) const { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
- //! Write-access as an array
- inline_ udword& operator[](udword i) { ASSERT(i>=0 && i<mCurNbEntries); return mEntries[i]; }
-
- // Stats
- udword GetUsedRam() const;
-
- //! Operator for "Container A = Container B"
- void operator = (const Container& object);
-
-#ifdef CONTAINER_STATS
- udword GetNbContainers() const;
- udword GetTotalBytes() const;
- private:
-
- static udword mNbContainers; //!< Number of containers around
- static udword mUsedRam; //!< Amount of bytes used by containers in the system
-#endif
- private:
- // Resizing
- bool Resize(udword needed=1);
- // Data
- udword mMaxNbEntries; //!< Maximum possible number of entries
- udword mCurNbEntries; //!< Current number of entries
- udword* mEntries; //!< List of entries
- float mGrowthFactor; //!< Resize: new number of entries = old number * mGrowthFactor
- };
-
-#endif // __ICECONTAINER_H__
diff --git a/Opcode/Ice/IceFPU.h b/Opcode/Ice/IceFPU.h
deleted file mode 100644
index c05fd44..0000000
--- a/Opcode/Ice/IceFPU.h
+++ /dev/null
@@ -1,237 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains FPU related code.
- * \file IceFPU.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEFPU_H__
-#define __ICEFPU_H__
-
- #include <algorithm>
- #include <cmath>
-
- #define SIGN_BITMASK 0x80000000
-
- //! Integer representation of a floating-point value.
- #define IR(x) ((udword&)(x))
-
- //! Signed integer representation of a floating-point value.
- #define SIR(x) ((sdword&)(x))
-
- //! Absolute integer representation of a floating-point value
- #define AIR(x) (IR(x)&0x7fffffff)
-
- //! Floating-point representation of an integer value.
- #define FR(x) ((float&)(x))
-
- //! Integer-based comparison of a floating point value.
- //! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
- #define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000)
-
- //! Fast fabs for floating-point values. It just clears the sign bit.
- //! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context.
- inline_ float FastFabs(float x)
- {
- udword FloatBits = IR(x)&0x7fffffff;
- return FR(FloatBits);
- }
-
- //! Fast square root for floating-point values.
- inline_ float FastSqrt(float square)
- {
- return std::sqrt(square);
- }
-
- //! Saturates positive to zero.
- inline_ float fsat(float f)
- {
- udword y = (udword&)f & ~((sdword&)f >>31);
- return (float&)y;
- }
-
- //! Computes 1.0f / sqrtf(x).
- inline_ float frsqrt(float f)
- {
- float x = f * 0.5f;
- udword y = 0x5f3759df - ((udword&)f >> 1);
- // Iteration...
- (float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) );
- // Result
- return (float&)y;
- }
-
- //! Computes 1.0f / sqrtf(x). Comes from NVIDIA.
- inline_ float InvSqrt(const float& x)
- {
- udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1;
- float y = *(float*)&tmp;
- return y * (1.47f - 0.47f * x * y * y);
- }
-
- //! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above.
- //! See http://www.magic-software.com/3DGEDInvSqrt.html
- inline_ float RSqrt(float number)
- {
- long i;
- float x2, y;
- const float threehalfs = 1.5f;
-
- x2 = number * 0.5f;
- y = number;
- i = * (long *) &y;
- i = 0x5f3759df - (i >> 1);
- y = * (float *) &i;
- y = y * (threehalfs - (x2 * y * y));
-
- return y;
- }
-
- //! TO BE DOCUMENTED
- inline_ float fsqrt(float f)
- {
- udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000;
- // Iteration...?
- // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f;
- // Result
- return (float&)y;
- }
-
- //! Returns the float ranged espilon value.
- inline_ float fepsilon(float f)
- {
- udword b = (udword&)f & 0xff800000;
- udword a = b | 0x00000001;
- (float&)a -= (float&)b;
- // Result
- return (float&)a;
- }
-
- //! Is the float valid ?
- inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; }
- inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; }
- inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; }
- inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; }
-
- inline_ bool IsValidFloat(float value)
- {
- if(IsNAN(value)) return false;
- if(IsIndeterminate(value)) return false;
- if(IsPlusInf(value)) return false;
- if(IsMinusInf(value)) return false;
- return true;
- }
-
- #define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x));
-
-/*
- //! FPU precision setting function.
- inline_ void SetFPU()
- {
- // This function evaluates whether the floating-point
- // control word is set to single precision/round to nearest/
- // exceptions disabled. If these conditions don't hold, the
- // function changes the control word to set them and returns
- // TRUE, putting the old control word value in the passback
- // location pointed to by pwOldCW.
- {
- uword wTemp, wSave;
-
- __asm fstcw wSave
- if (wSave & 0x300 || // Not single mode
- 0x3f != (wSave & 0x3f) || // Exceptions enabled
- wSave & 0xC00) // Not round to nearest mode
- {
- __asm
- {
- mov ax, wSave
- and ax, not 300h ;; single mode
- or ax, 3fh ;; disable all exceptions
- and ax, not 0xC00 ;; round to nearest mode
- mov wTemp, ax
- fldcw wTemp
- }
- }
- }
- }
-*/
- //! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON)
- inline_ float ComputeFloatEpsilon()
- {
- float f = 1.0f;
- ((udword&)f)^=1;
- return f - 1.0f; // You can check it's the same as FLT_EPSILON
- }
-
- inline_ bool IsFloatZero(float x, float epsilon=1e-6f)
- {
- return x*x < epsilon;
- }
-
- //! A global function to find MAX(a,b) using FCOMI/FCMOV
- inline_ float FCMax2(float a, float b)
- {
- return std::max(a, b);
- }
-
- //! A global function to find MIN(a,b) using FCOMI/FCMOV
- inline_ float FCMin2(float a, float b)
- {
- return std::min(a, b);
- }
-
- //! A global function to find MAX(a,b,c) using FCOMI/FCMOV
- inline_ float FCMax3(float a, float b, float c)
- {
- return std::max(std::max(a, b), c);
- }
-
- //! A global function to find MIN(a,b,c) using FCOMI/FCMOV
- inline_ float FCMin3(float a, float b, float c)
- {
- return std::min(std::min(a, b), c);
- }
-
- inline_ int ConvertToSortable(float f)
- {
- int& Fi = (int&)f;
- int Fmask = (Fi>>31);
- Fi ^= Fmask;
- Fmask &= ~(1<<31);
- Fi -= Fmask;
- return Fi;
- }
-
- enum FPUMode
- {
- FPU_FLOOR = 0,
- FPU_CEIL = 1,
- FPU_BEST = 2,
-
- FPU_FORCE_DWORD = 0x7fffffff
- };
-
- FUNCTION ICECORE_API FPUMode GetFPUMode();
- FUNCTION ICECORE_API void SaveFPU();
- FUNCTION ICECORE_API void RestoreFPU();
- FUNCTION ICECORE_API void SetFPUFloorMode();
- FUNCTION ICECORE_API void SetFPUCeilMode();
- FUNCTION ICECORE_API void SetFPUBestMode();
-
- FUNCTION ICECORE_API void SetFPUPrecision24();
- FUNCTION ICECORE_API void SetFPUPrecision53();
- FUNCTION ICECORE_API void SetFPUPrecision64();
- FUNCTION ICECORE_API void SetFPURoundingChop();
- FUNCTION ICECORE_API void SetFPURoundingUp();
- FUNCTION ICECORE_API void SetFPURoundingDown();
- FUNCTION ICECORE_API void SetFPURoundingNear();
-
- FUNCTION ICECORE_API int intChop(const float& f);
- FUNCTION ICECORE_API int intFloor(const float& f);
- FUNCTION ICECORE_API int intCeil(const float& f);
-
-#endif // __ICEFPU_H__
diff --git a/Opcode/Ice/IceHPoint.cpp b/Opcode/Ice/IceHPoint.cpp
deleted file mode 100644
index daa7038..0000000
--- a/Opcode/Ice/IceHPoint.cpp
+++ /dev/null
@@ -1,70 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for homogeneous points.
- * \file IceHPoint.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Homogeneous point.
- *
- * Use it:
- * - for clipping in homogeneous space (standard way)
- * - to differentiate between points (w=1) and vectors (w=0).
- * - in some cases you can also use it instead of IcePoint for padding reasons.
- *
- * \class HPoint
- * \author Pierre Terdiman
- * \version 1.0
- * \warning No cross-product in 4D.
- * \warning HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// IcePoint Mul = HPoint * Matrix3x3;
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-IcePoint HPoint::operator*(const Matrix3x3& mat) const
-{
- return IcePoint(
- x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0],
- x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1],
- x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] );
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// HPoint Mul = HPoint * Matrix4x4;
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-HPoint HPoint::operator*(const Matrix4x4& mat) const
-{
- return HPoint(
- x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0],
- x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1],
- x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2],
- x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3]);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// HPoint *= Matrix4x4
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-HPoint& HPoint::operator*=(const Matrix4x4& mat)
-{
- float xp = x * mat.m[0][0] + y * mat.m[1][0] + z * mat.m[2][0] + w * mat.m[3][0];
- float yp = x * mat.m[0][1] + y * mat.m[1][1] + z * mat.m[2][1] + w * mat.m[3][1];
- float zp = x * mat.m[0][2] + y * mat.m[1][2] + z * mat.m[2][2] + w * mat.m[3][2];
- float wp = x * mat.m[0][3] + y * mat.m[1][3] + z * mat.m[2][3] + w * mat.m[3][3];
-
- x = xp; y = yp; z = zp; w = wp;
-
- return *this;
-}
-
diff --git a/Opcode/Ice/IceHPoint.h b/Opcode/Ice/IceHPoint.h
deleted file mode 100644
index f7d0d16..0000000
--- a/Opcode/Ice/IceHPoint.h
+++ /dev/null
@@ -1,157 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for homogeneous points.
- * \file IceHPoint.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEHPOINT_H__
-#define __ICEHPOINT_H__
-
- class ICEMATHS_API HPoint : public IcePoint
- {
- public:
-
- //! Empty constructor
- inline_ HPoint() {}
- //! Constructor from floats
- inline_ HPoint(float _x, float _y, float _z, float _w=0.0f) : IcePoint(_x, _y, _z), w(_w) {}
- //! Constructor from array
- inline_ HPoint(const float f[4]) : IcePoint(f), w(f[3]) {}
- //! Constructor from a Point
- inline_ HPoint(const IcePoint& p, float _w=0.0f) : IcePoint(p), w(_w) {}
- //! Destructor
- inline_ ~HPoint() {}
-
- //! Clear the point
- inline_ HPoint& Zero() { x = y = z = w = 0.0f; return *this; }
-
- //! Assignment from values
- inline_ HPoint& Set(float _x, float _y, float _z, float _w ) { x = _x; y = _y; z = _z; w = _w; return *this; }
- //! Assignment from array
- inline_ HPoint& Set(const float f[4]) { x = f[_X]; y = f[_Y]; z = f[_Z]; w = f[_W]; return *this; }
- //! Assignment from another h-point
- inline_ HPoint& Set(const HPoint& src) { x = src.x; y = src.y; z = src.z; w = src.w; return *this; }
-
- //! Add a vector
- inline_ HPoint& Add(float _x, float _y, float _z, float _w ) { x += _x; y += _y; z += _z; w += _w; return *this; }
- //! Add a vector
- inline_ HPoint& Add(const float f[4]) { x += f[_X]; y += f[_Y]; z += f[_Z]; w += f[_W]; return *this; }
-
- //! Subtract a vector
- inline_ HPoint& Sub(float _x, float _y, float _z, float _w ) { x -= _x; y -= _y; z -= _z; w -= _w; return *this; }
- //! Subtract a vector
- inline_ HPoint& Sub(const float f[4]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; w -= f[_W]; return *this; }
-
- //! Multiplies by a scalar
- inline_ HPoint& Mul(float s) { x *= s; y *= s; z *= s; w *= s; return *this; }
-
- //! Returns MIN(x, y, z, w);
- float Min() const { return MIN(x, MIN(y, MIN(z, w))); }
- //! Returns MAX(x, y, z, w);
- float Max() const { return MAX(x, MAX(y, MAX(z, w))); }
- //! Sets each element to be componentwise minimum
- HPoint& Min(const HPoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); w = MIN(w, p.w); return *this; }
- //! Sets each element to be componentwise maximum
- HPoint& Max(const HPoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); w = MAX(w, p.w); return *this; }
-
- //! Computes square magnitude
- inline_ float SquareMagnitude() const { return x*x + y*y + z*z + w*w; }
- //! Computes magnitude
- inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z + w*w); }
-
- //! Normalize the vector
- inline_ HPoint& Normalize()
- {
- float M = Magnitude();
- if(M)
- {
- M = 1.0f / M;
- x *= M;
- y *= M;
- z *= M;
- w *= M;
- }
- return *this;
- }
-
- // Arithmetic operators
- //! Operator for HPoint Negate = - HPoint;
- inline_ HPoint operator-() const { return HPoint(-x, -y, -z, -w); }
-
- //! Operator for HPoint Plus = HPoint + HPoint;
- inline_ HPoint operator+(const HPoint& p) const { return HPoint(x + p.x, y + p.y, z + p.z, w + p.w); }
- //! Operator for HPoint Minus = HPoint - HPoint;
- inline_ HPoint operator-(const HPoint& p) const { return HPoint(x - p.x, y - p.y, z - p.z, w - p.w); }
-
- //! Operator for HPoint Mul = HPoint * HPoint;
- inline_ HPoint operator*(const HPoint& p) const { return HPoint(x * p.x, y * p.y, z * p.z, w * p.w); }
- //! Operator for HPoint Scale = HPoint * float;
- inline_ HPoint operator*(float s) const { return HPoint(x * s, y * s, z * s, w * s); }
- //! Operator for HPoint Scale = float * HPoint;
- inline_ friend HPoint operator*(float s, const HPoint& p) { return HPoint(s * p.x, s * p.y, s * p.z, s * p.w); }
-
- //! Operator for HPoint Div = HPoint / HPoint;
- inline_ HPoint operator/(const HPoint& p) const { return HPoint(x / p.x, y / p.y, z / p.z, w / p.w); }
- //! Operator for HPoint Scale = HPoint / float;
- inline_ HPoint operator/(float s) const { s = 1.0f / s; return HPoint(x * s, y * s, z * s, w * s); }
- //! Operator for HPoint Scale = float / HPoint;
- inline_ friend HPoint operator/(float s, const HPoint& p) { return HPoint(s / p.x, s / p.y, s / p.z, s / p.w); }
-
- //! Operator for float DotProd = HPoint | HPoint;
- inline_ float operator|(const HPoint& p) const { return x*p.x + y*p.y + z*p.z + w*p.w; }
- // No cross-product in 4D
-
- //! Operator for HPoint += HPoint;
- inline_ HPoint& operator+=(const HPoint& p) { x += p.x; y += p.y; z += p.z; w += p.w; return *this; }
- //! Operator for HPoint += float;
- inline_ HPoint& operator+=(float s) { x += s; y += s; z += s; w += s; return *this; }
-
- //! Operator for HPoint -= HPoint;
- inline_ HPoint& operator-=(const HPoint& p) { x -= p.x; y -= p.y; z -= p.z; w -= p.w; return *this; }
- //! Operator for HPoint -= float;
- inline_ HPoint& operator-=(float s) { x -= s; y -= s; z -= s; w -= s; return *this; }
-
- //! Operator for HPoint *= HPoint;
- inline_ HPoint& operator*=(const HPoint& p) { x *= p.x; y *= p.y; z *= p.z; w *= p.w; return *this; }
- //! Operator for HPoint *= float;
- inline_ HPoint& operator*=(float s) { x*=s; y*=s; z*=s; w*=s; return *this; }
-
- //! Operator for HPoint /= HPoint;
- inline_ HPoint& operator/=(const HPoint& p) { x /= p.x; y /= p.y; z /= p.z; w /= p.w; return *this; }
- //! Operator for HPoint /= float;
- inline_ HPoint& operator/=(float s) { s = 1.0f / s; x*=s; y*=s; z*=s; w*=s; return *this; }
-
- // Arithmetic operators
-
- //! Operator for Point Mul = HPoint * Matrix3x3;
- IcePoint operator*(const Matrix3x3& mat) const;
- //! Operator for HPoint Mul = HPoint * Matrix4x4;
- HPoint operator*(const Matrix4x4& mat) const;
-
- // HPoint *= Matrix3x3 doesn't exist, the matrix is first casted to a 4x4
- //! Operator for HPoint *= Matrix4x4
- HPoint& operator*=(const Matrix4x4& mat);
-
- // Logical operators
-
- //! Operator for "if(HPoint==HPoint)"
- inline_ bool operator==(const HPoint& p) const { return ( (x==p.x)&&(y==p.y)&&(z==p.z)&&(w==p.w)); }
- //! Operator for "if(HPoint!=HPoint)"
- inline_ bool operator!=(const HPoint& p) const { return ( (x!=p.x)||(y!=p.y)||(z!=p.z)||(w!=p.w)); }
-
- // Cast operators
-
- //! Cast a HPoint to a Point. w is discarded.
- inline_ operator HPoint() const { return IcePoint(x, y, z); }
-
- public:
- float w;
- };
-
-#endif // __ICEHPOINT_H__
-
diff --git a/Opcode/Ice/IceIndexedTriangle.cpp b/Opcode/Ice/IceIndexedTriangle.cpp
deleted file mode 100644
index 3e74cbb..0000000
--- a/Opcode/Ice/IceIndexedTriangle.cpp
+++ /dev/null
@@ -1,548 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a handy indexed triangle class.
- * \file IceIndexedTriangle.cpp
- * \author Pierre Terdiman
- * \date January, 17, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains an indexed triangle class.
- *
- * \class Triangle
- * \author Pierre Terdiman
- * \version 1.0
- * \date 08.15.98
-*/
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Flips the winding order.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::Flip()
-{
- Swap(mVRef[1], mVRef[2]);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle area.
- * \param verts [in] the list of indexed vertices
- * \return the area
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::Area(const IcePoint* verts) const
-{
- if(!verts) return 0.0f;
- const IcePoint& p0 = verts[0];
- const IcePoint& p1 = verts[1];
- const IcePoint& p2 = verts[2];
- return ((p0-p1)^(p0-p2)).Magnitude() * 0.5f;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle perimeter.
- * \param verts [in] the list of indexed vertices
- * \return the perimeter
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::Perimeter(const IcePoint* verts) const
-{
- if(!verts) return 0.0f;
- const IcePoint& p0 = verts[0];
- const IcePoint& p1 = verts[1];
- const IcePoint& p2 = verts[2];
- return p0.Distance(p1)
- + p0.Distance(p2)
- + p1.Distance(p2);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle compacity.
- * \param verts [in] the list of indexed vertices
- * \return the compacity
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::Compacity(const IcePoint* verts) const
-{
- if(!verts) return 0.0f;
- float P = Perimeter(verts);
- if(P==0.0f) return 0.0f;
- return (4.0f*PI*Area(verts)/(P*P));
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle normal.
- * \param verts [in] the list of indexed vertices
- * \param normal [out] the computed normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::Normal(const IcePoint* verts, IcePoint& normal) const
-{
- if(!verts) return;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
- normal = ((p2-p1)^(p0-p1)).Normalize();
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle denormalized normal.
- * \param verts [in] the list of indexed vertices
- * \param normal [out] the computed normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::DenormalizedNormal(const IcePoint* verts, IcePoint& normal) const
-{
- if(!verts) return;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
- normal = ((p2-p1)^(p0-p1));
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle center.
- * \param verts [in] the list of indexed vertices
- * \param center [out] the computed center
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::Center(const IcePoint* verts, IcePoint& center) const
-{
- if(!verts) return;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
- center = (p0+p1+p2)*INV3;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the centered normal
- * \param verts [in] the list of indexed vertices
- * \param normal [out] the computed centered normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::CenteredNormal(const IcePoint* verts, IcePoint& normal) const
-{
- if(!verts) return;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
- IcePoint Center = (p0+p1+p2)*INV3;
- normal = Center + ((p2-p1)^(p0-p1)).Normalize();
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes a random point within the triangle.
- * \param verts [in] the list of indexed vertices
- * \param normal [out] the computed centered normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::RandomPoint(const IcePoint* verts, IcePoint& random) const
-{
- if(!verts) return;
-
- // Random barycentric coords
- float Alpha = UnitRandomFloat();
- float Beta = UnitRandomFloat();
- float Gamma = UnitRandomFloat();
- float OneOverTotal = 1.0f / (Alpha + Beta + Gamma);
- Alpha *= OneOverTotal;
- Beta *= OneOverTotal;
- Gamma *= OneOverTotal;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
- random = Alpha*p0 + Beta*p1 + Gamma*p2;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes backface culling.
- * \param verts [in] the list of indexed vertices
- * \param source [in] source point (in local space) from which culling must be computed
- * \return true if the triangle is visible from the source point
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::IsVisible(const IcePoint* verts, const IcePoint& source) const
-{
- // Checkings
- if(!verts) return false;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
-
- // Compute denormalized normal
- IcePoint Normal = (p2 - p1)^(p0 - p1);
-
- // Backface culling
- return (Normal | source) >= 0.0f;
-
-// Same as:
-// IcePlane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
-// return PL.Distance(source) > PL.d;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes backface culling.
- * \param verts [in] the list of indexed vertices
- * \param source [in] source point (in local space) from which culling must be computed
- * \return true if the triangle is visible from the source point
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::BackfaceCulling(const IcePoint* verts, const IcePoint& source) const
-{
- // Checkings
- if(!verts) return false;
-
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
-
- // Compute base
-// IcePoint Base = (p0 + p1 + p2)*INV3;
-
- // Compute denormalized normal
- IcePoint Normal = (p2 - p1)^(p0 - p1);
-
- // Backface culling
-// return (Normal | (source - Base)) >= 0.0f;
- return (Normal | (source - p0)) >= 0.0f;
-
-// Same as: (but a bit faster)
-// IcePlane PL(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]);
-// return PL.Distance(source)>0.0f;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the occlusion potential of the triangle.
- * \param verts [in] the list of indexed vertices
- * \param source [in] source point (in local space) from which occlusion potential must be computed
- * \return the occlusion potential
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::ComputeOcclusionPotential(const IcePoint* verts, const IcePoint& view) const
-{
- if(!verts) return 0.0f;
- // Occlusion potential: -(A * (N|V) / d^2)
- // A = polygon area
- // N = polygon normal
- // V = view vector
- // d = distance viewpoint-center of polygon
-
- float A = Area(verts);
- IcePoint N; Normal(verts, N);
- IcePoint C; Center(verts, C);
- float d = view.Distance(C);
- return -(A*(N|view))/(d*d);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Replaces a vertex reference with another one.
- * \param oldref [in] the vertex reference to replace
- * \param newref [in] the new vertex reference
- * \return true if success, else false if the input vertex reference doesn't belong to the triangle
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::ReplaceVertex(udword oldref, udword newref)
-{
- if(mVRef[0]==oldref) { mVRef[0] = newref; return true; }
- else if(mVRef[1]==oldref) { mVRef[1] = newref; return true; }
- else if(mVRef[2]==oldref) { mVRef[2] = newref; return true; }
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks whether the triangle is degenerate or not. A degenerate triangle has two common vertex references. This is a zero-area triangle.
- * \return true if the triangle is degenerate
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::IsDegenerate() const
-{
- if(mVRef[0]==mVRef[1]) return true;
- if(mVRef[1]==mVRef[2]) return true;
- if(mVRef[2]==mVRef[0]) return true;
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks whether the input vertex reference belongs to the triangle or not.
- * \param ref [in] the vertex reference to look for
- * \return true if the triangle contains the vertex reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::HasVertex(udword ref) const
-{
- if(mVRef[0]==ref) return true;
- if(mVRef[1]==ref) return true;
- if(mVRef[2]==ref) return true;
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks whether the input vertex reference belongs to the triangle or not.
- * \param ref [in] the vertex reference to look for
- * \param index [out] the corresponding index in the triangle
- * \return true if the triangle contains the vertex reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::HasVertex(udword ref, udword* index) const
-{
- if(mVRef[0]==ref) { *index = 0; return true; }
- if(mVRef[1]==ref) { *index = 1; return true; }
- if(mVRef[2]==ref) { *index = 2; return true; }
- return false;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Finds an edge in a tri, given two vertex references.
- * \param vref0 [in] the edge's first vertex reference
- * \param vref1 [in] the edge's second vertex reference
- * \return the edge number between 0 and 2, or 0xff if input refs are wrong.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-ubyte IndexedTriangle::FindEdge(udword vref0, udword vref1) const
-{
- if(mVRef[0]==vref0 && mVRef[1]==vref1) return 0;
- else if(mVRef[0]==vref1 && mVRef[1]==vref0) return 0;
- else if(mVRef[0]==vref0 && mVRef[2]==vref1) return 1;
- else if(mVRef[0]==vref1 && mVRef[2]==vref0) return 1;
- else if(mVRef[1]==vref0 && mVRef[2]==vref1) return 2;
- else if(mVRef[1]==vref1 && mVRef[2]==vref0) return 2;
- return 0xff;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the last reference given the first two.
- * \param vref0 [in] the first vertex reference
- * \param vref1 [in] the second vertex reference
- * \return the last reference, or INVALID_ID if input refs are wrong.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-udword IndexedTriangle::OppositeVertex(udword vref0, udword vref1) const
-{
- if(mVRef[0]==vref0 && mVRef[1]==vref1) return mVRef[2];
- else if(mVRef[0]==vref1 && mVRef[1]==vref0) return mVRef[2];
- else if(mVRef[0]==vref0 && mVRef[2]==vref1) return mVRef[1];
- else if(mVRef[0]==vref1 && mVRef[2]==vref0) return mVRef[1];
- else if(mVRef[1]==vref0 && mVRef[2]==vref1) return mVRef[0];
- else if(mVRef[1]==vref1 && mVRef[2]==vref0) return mVRef[0];
- return INVALID_ID;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the three sorted vertex references according to an edge number.
- * edgenb = 0 => edge 0-1, returns references 0, 1, 2
- * edgenb = 1 => edge 0-2, returns references 0, 2, 1
- * edgenb = 2 => edge 1-2, returns references 1, 2, 0
- *
- * \param edgenb [in] the edge number, 0, 1 or 2
- * \param vref0 [out] the returned first vertex reference
- * \param vref1 [out] the returned second vertex reference
- * \param vref2 [out] the returned third vertex reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const
-{
- if(edgenb==0)
- {
- vref0 = mVRef[0];
- vref1 = mVRef[1];
- vref2 = mVRef[2];
- }
- else if(edgenb==1)
- {
- vref0 = mVRef[0];
- vref1 = mVRef[2];
- vref2 = mVRef[1];
- }
- else if(edgenb==2)
- {
- vref0 = mVRef[1];
- vref1 = mVRef[2];
- vref2 = mVRef[0];
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle's smallest edge length.
- * \param verts [in] the list of indexed vertices
- * \return the smallest edge length
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::MinEdgeLength(const IcePoint* verts) const
-{
- if(!verts) return 0.0f;
-
- float Min = MAX_FLOAT;
- float Length01 = verts[0].Distance(verts[1]);
- float Length02 = verts[0].Distance(verts[2]);
- float Length12 = verts[1].Distance(verts[2]);
- if(Length01 < Min) Min = Length01;
- if(Length02 < Min) Min = Length02;
- if(Length12 < Min) Min = Length12;
- return Min;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle's largest edge length.
- * \param verts [in] the list of indexed vertices
- * \return the largest edge length
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::MaxEdgeLength(const IcePoint* verts) const
-{
- if(!verts) return 0.0f;
-
- float Max = MIN_FLOAT;
- float Length01 = verts[0].Distance(verts[1]);
- float Length02 = verts[0].Distance(verts[2]);
- float Length12 = verts[1].Distance(verts[2]);
- if(Length01 > Max) Max = Length01;
- if(Length02 > Max) Max = Length02;
- if(Length12 > Max) Max = Length12;
- return Max;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes a point on the triangle according to the stabbing information.
- * \param verts [in] the list of indexed vertices
- * \param u,v [in] point's barycentric coordinates
- * \param pt [out] point on triangle
- * \param nearvtx [out] index of nearest vertex
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void IndexedTriangle::ComputePoint(const IcePoint* verts, float u, float v, IcePoint& pt, udword* nearvtx) const
-{
- // Checkings
- if(!verts) return;
-
- // Get face in local or global space
- const IcePoint& p0 = verts[mVRef[0]];
- const IcePoint& p1 = verts[mVRef[1]];
- const IcePoint& p2 = verts[mVRef[2]];
-
- // Compute point coordinates
- pt = (1.0f - u - v)*p0 + u*p1 + v*p2;
-
- // Compute nearest vertex if needed
- if(nearvtx)
- {
- // Compute distance vector
- IcePoint d(p0.SquareDistance(pt), // Distance^2 from vertex 0 to point on the face
- p1.SquareDistance(pt), // Distance^2 from vertex 1 to point on the face
- p2.SquareDistance(pt)); // Distance^2 from vertex 2 to point on the face
-
- // Get smallest distance
- *nearvtx = mVRef[d.SmallestAxis()];
- }
-}
-
- //**************************************
- // Angle between two vectors (in radians)
- // we use this formula
- // uv = |u||v| cos(u,v)
- // u ^ v = w
- // |w| = |u||v| |sin(u,v)|
- //**************************************
- float Angle(const IcePoint& u, const IcePoint& v)
- {
- float NormU = u.Magnitude(); // |u|
- float NormV = v.Magnitude(); // |v|
- float Product = NormU*NormV; // |u||v|
- if(Product==0.0f) return 0.0f;
- float OneOverProduct = 1.0f / Product;
-
- // Cosinus
- float Cosinus = (u|v) * OneOverProduct;
-
- // Sinus
- IcePoint w = u^v;
- float NormW = w.Magnitude();
-
- float AbsSinus = NormW * OneOverProduct;
-
- // Remove degeneracy
- if(AbsSinus > 1.0f) AbsSinus = 1.0f;
- if(AbsSinus < -1.0f) AbsSinus = -1.0f;
-
- if(Cosinus>=0.0f) return asinf(AbsSinus);
- else return (PI-asinf(AbsSinus));
- }
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the angle between two triangles.
- * \param tri [in] the other triangle
- * \param verts [in] the list of indexed vertices
- * \return the angle in radians
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float IndexedTriangle::Angle(const IndexedTriangle& tri, const IcePoint* verts) const
-{
- // Checkings
- if(!verts) return 0.0f;
-
- // Compute face normals
- IcePoint n0, n1;
- Normal(verts, n0);
- tri.Normal(verts, n1);
-
- // Compute angle
- float dp = n0|n1;
- if(dp>1.0f) return 0.0f;
- if(dp<-1.0f) return PI;
- return acosf(dp);
-
-// return ::Angle(n0,n1);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks a triangle is the same as another one.
- * \param tri [in] the other triangle
- * \return true if same triangle
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool IndexedTriangle::Equal(const IndexedTriangle& tri) const
-{
- // Test all vertex references
- return (HasVertex(tri.mVRef[0]) &&
- HasVertex(tri.mVRef[1]) &&
- HasVertex(tri.mVRef[2]));
-}
diff --git a/Opcode/Ice/IceIndexedTriangle.h b/Opcode/Ice/IceIndexedTriangle.h
deleted file mode 100644
index ef279c2..0000000
--- a/Opcode/Ice/IceIndexedTriangle.h
+++ /dev/null
@@ -1,64 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a handy indexed triangle class.
- * \file IceIndexedTriangle.h
- * \author Pierre Terdiman
- * \date January, 17, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEINDEXEDTRIANGLE_H__
-#define __ICEINDEXEDTRIANGLE_H__
-
- // An indexed triangle class.
- class ICEMATHS_API IndexedTriangle
- {
- public:
- //! Constructor
- inline_ IndexedTriangle() {}
- //! Constructor
- inline_ IndexedTriangle(udword r0, udword r1, udword r2) { mVRef[0]=r0; mVRef[1]=r1; mVRef[2]=r2; }
- //! Copy constructor
- inline_ IndexedTriangle(const IndexedTriangle& triangle)
- {
- mVRef[0] = triangle.mVRef[0];
- mVRef[1] = triangle.mVRef[1];
- mVRef[2] = triangle.mVRef[2];
- }
- //! Destructor
- inline_ ~IndexedTriangle() {}
- //! Vertex-references
- udword mVRef[3];
-
- // Methods
- void Flip();
- float Area(const IcePoint* verts) const;
- float Perimeter(const IcePoint* verts) const;
- float Compacity(const IcePoint* verts) const;
- void Normal(const IcePoint* verts, IcePoint& normal) const;
- void DenormalizedNormal(const IcePoint* verts, IcePoint& normal) const;
- void Center(const IcePoint* verts, IcePoint& center) const;
- void CenteredNormal(const IcePoint* verts, IcePoint& normal) const;
- void RandomPoint(const IcePoint* verts, IcePoint& random) const;
- bool IsVisible(const IcePoint* verts, const IcePoint& source) const;
- bool BackfaceCulling(const IcePoint* verts, const IcePoint& source) const;
- float ComputeOcclusionPotential(const IcePoint* verts, const IcePoint& view) const;
- bool ReplaceVertex(udword oldref, udword newref);
- bool IsDegenerate() const;
- bool HasVertex(udword ref) const;
- bool HasVertex(udword ref, udword* index) const;
- ubyte FindEdge(udword vref0, udword vref1) const;
- udword OppositeVertex(udword vref0, udword vref1) const;
- inline_ udword OppositeVertex(ubyte edgenb) const { return mVRef[2-edgenb]; }
- void GetVRefs(ubyte edgenb, udword& vref0, udword& vref1, udword& vref2) const;
- float MinEdgeLength(const IcePoint* verts) const;
- float MaxEdgeLength(const IcePoint* verts) const;
- void ComputePoint(const IcePoint* verts, float u, float v, IcePoint& pt, udword* nearvtx=null) const;
- float Angle(const IndexedTriangle& tri, const IcePoint* verts) const;
- inline_ IcePlane PlaneEquation(const IcePoint* verts) const { return IcePlane(verts[mVRef[0]], verts[mVRef[1]], verts[mVRef[2]]); }
- bool Equal(const IndexedTriangle& tri) const;
- };
-
-#endif // __ICEINDEXEDTRIANGLE_H__
diff --git a/Opcode/Ice/IceLSS.h b/Opcode/Ice/IceLSS.h
deleted file mode 100644
index e4c9ef8..0000000
--- a/Opcode/Ice/IceLSS.h
+++ /dev/null
@@ -1,75 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for line-swept spheres.
- * \file IceLSS.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICELSS_H__
-#define __ICELSS_H__
-
- class ICEMATHS_API LSS : public IceSegment
- {
- public:
- //! Constructor
- inline_ LSS() {}
- //! Constructor
- inline_ LSS(const IceSegment& seg, float radius) : IceSegment(seg), mRadius(radius) {}
- //! Destructor
- inline_ ~LSS() {}
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes an OBB surrounding the LSS.
- * \param box [out] the OBB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void ComputeOBB(OBB& box);
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a IcePoint is contained within the LSS.
- * \param pt [in] the IcePoint to test
- * \return true if inside the LSS
- * \warning IcePoint and LSS must be in same space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Contains(const IcePoint& pt) const { return SquareDistance(pt) <= mRadius*mRadius; }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a sphere is contained within the LSS.
- * \param sphere [in] the sphere to test
- * \return true if inside the LSS
- * \warning sphere and LSS must be in same space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Contains(const Sphere& sphere)
- {
- float d = mRadius - sphere.mRadius;
- if(d>=0.0f) return SquareDistance(sphere.mCenter) <= d*d;
- else return false;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if an LSS is contained within the LSS.
- * \param lss [in] the LSS to test
- * \return true if inside the LSS
- * \warning both LSS must be in same space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ bool Contains(const LSS& lss)
- {
- // We check the LSS contains the two spheres at the start and end of the sweep
- return Contains(Sphere(lss.mP0, lss.mRadius)) && Contains(Sphere(lss.mP0, lss.mRadius));
- }
-
- float mRadius; //!< Sphere radius
- };
-
-#endif // __ICELSS_H__
diff --git a/Opcode/Ice/IceMatrix3x3.cpp b/Opcode/Ice/IceMatrix3x3.cpp
deleted file mode 100644
index c856366..0000000
--- a/Opcode/Ice/IceMatrix3x3.cpp
+++ /dev/null
@@ -1,48 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 3x3 matrices.
- * \file IceMatrix3x3.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * 3x3 matrix.
- * DirectX-compliant, ie row-column order, ie m[Row][Col].
- * Same as:
- * m11 m12 m13 first row.
- * m21 m22 m23 second row.
- * m31 m32 m33 third row.
- * Stored in memory as m11 m12 m13 m21...
- *
- * Multiplication rules:
- *
- * [x'y'z'] = [xyz][M]
- *
- * x' = x*m11 + y*m21 + z*m31
- * y' = x*m12 + y*m22 + z*m32
- * z' = x*m13 + y*m23 + z*m33
- *
- * \class Matrix3x3
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-// Cast operator
-Matrix3x3::operator Matrix4x4() const
-{
- return Matrix4x4(
- m[0][0], m[0][1], m[0][2], 0.0f,
- m[1][0], m[1][1], m[1][2], 0.0f,
- m[2][0], m[2][1], m[2][2], 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
-}
diff --git a/Opcode/Ice/IceMatrix3x3.h b/Opcode/Ice/IceMatrix3x3.h
deleted file mode 100644
index 3356103..0000000
--- a/Opcode/Ice/IceMatrix3x3.h
+++ /dev/null
@@ -1,496 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 3x3 matrices.
- * \file IceMatrix3x3.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEMATRIX3X3_H__
-#define __ICEMATRIX3X3_H__
-
- // Forward declarations
- class Quat;
-
- #define MATRIX3X3_EPSILON (1.0e-7f)
-
- class ICEMATHS_API Matrix3x3
- {
- public:
- //! Empty constructor
- inline_ Matrix3x3() {}
- //! Constructor from 9 values
- inline_ Matrix3x3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
- {
- m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
- m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
- m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
- }
- //! Copy constructor
- inline_ Matrix3x3(const Matrix3x3& mat) { CopyMemory(m, &mat.m, 9*sizeof(float)); }
- //! Destructor
- inline_ ~Matrix3x3() {}
-
- //! Assign values
- inline_ void Set(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)
- {
- m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
- m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
- m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
- }
-
- //! Sets the scale from a Point. The point is put on the diagonal.
- inline_ void SetScale(const IcePoint& p) { m[0][0] = p.x; m[1][1] = p.y; m[2][2] = p.z; }
-
- //! Sets the scale from floats. Values are put on the diagonal.
- inline_ void SetScale(float sx, float sy, float sz) { m[0][0] = sx; m[1][1] = sy; m[2][2] = sz; }
-
- //! Scales from a Point. Each row is multiplied by a component.
- inline_ void Scale(const IcePoint& p)
- {
- m[0][0] *= p.x; m[0][1] *= p.x; m[0][2] *= p.x;
- m[1][0] *= p.y; m[1][1] *= p.y; m[1][2] *= p.y;
- m[2][0] *= p.z; m[2][1] *= p.z; m[2][2] *= p.z;
- }
-
- //! Scales from floats. Each row is multiplied by a value.
- inline_ void Scale(float sx, float sy, float sz)
- {
- m[0][0] *= sx; m[0][1] *= sx; m[0][2] *= sx;
- m[1][0] *= sy; m[1][1] *= sy; m[1][2] *= sy;
- m[2][0] *= sz; m[2][1] *= sz; m[2][2] *= sz;
- }
-
- //! Copy from a Matrix3x3
- inline_ void Copy(const Matrix3x3& source) { CopyMemory(m, source.m, 9*sizeof(float)); }
-
- // Row-column access
- //! Returns a row.
- inline_ void GetRow(const udword r, IcePoint& p) const { p.x = m[r][0]; p.y = m[r][1]; p.z = m[r][2]; }
- //! Returns a row.
- inline_ const IcePoint& GetRow(const udword r) const { return *(const IcePoint*)&m[r][0]; }
- //! Returns a row.
- inline_ IcePoint& GetRow(const udword r) { return *(IcePoint*)&m[r][0]; }
- //! Sets a row.
- inline_ void SetRow(const udword r, const IcePoint& p) { m[r][0] = p.x; m[r][1] = p.y; m[r][2] = p.z; }
- //! Returns a column.
- inline_ void GetCol(const udword c, IcePoint& p) const { p.x = m[0][c]; p.y = m[1][c]; p.z = m[2][c]; }
- //! Sets a column.
- inline_ void SetCol(const udword c, const IcePoint& p) { m[0][c] = p.x; m[1][c] = p.y; m[2][c] = p.z; }
-
- //! Computes the trace. The trace is the sum of the 3 diagonal components.
- inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2]; }
- //! Clears the matrix.
- inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
- //! Sets the identity matrix.
- inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = 1.0f; }
- //! Checks for identity
- inline_ bool IsIdentity() const
- {
- if(IR(m[0][0])!=IEEE_1_0) return false;
- if(IR(m[0][1])!=0) return false;
- if(IR(m[0][2])!=0) return false;
-
- if(IR(m[1][0])!=0) return false;
- if(IR(m[1][1])!=IEEE_1_0) return false;
- if(IR(m[1][2])!=0) return false;
-
- if(IR(m[2][0])!=0) return false;
- if(IR(m[2][1])!=0) return false;
- if(IR(m[2][2])!=IEEE_1_0) return false;
-
- return true;
- }
-
- //! Checks matrix validity
- inline_ BOOL IsValid() const
- {
- for(udword j=0;j<3;j++)
- {
- for(udword i=0;i<3;i++)
- {
- if(!IsValidFloat(m[j][i])) return FALSE;
- }
- }
- return TRUE;
- }
-
- //! Makes a skew-symmetric matrix (a.k.a. Star(*) Matrix)
- //! [ 0.0 -a.z a.y ]
- //! [ a.z 0.0 -a.x ]
- //! [ -a.y a.x 0.0 ]
- //! This is also called a "cross matrix" since for any vectors A and B,
- //! A^B = Skew(A) * B = - B * Skew(A);
- inline_ void SkewSymmetric(const IcePoint& a)
- {
- m[0][0] = 0.0f;
- m[0][1] = -a.z;
- m[0][2] = a.y;
-
- m[1][0] = a.z;
- m[1][1] = 0.0f;
- m[1][2] = -a.x;
-
- m[2][0] = -a.y;
- m[2][1] = a.x;
- m[2][2] = 0.0f;
- }
-
- //! Negates the matrix
- inline_ void Neg()
- {
- m[0][0] = -m[0][0]; m[0][1] = -m[0][1]; m[0][2] = -m[0][2];
- m[1][0] = -m[1][0]; m[1][1] = -m[1][1]; m[1][2] = -m[1][2];
- m[2][0] = -m[2][0]; m[2][1] = -m[2][1]; m[2][2] = -m[2][2];
- }
-
- //! Neg from another matrix
- inline_ void Neg(const Matrix3x3& mat)
- {
- m[0][0] = -mat.m[0][0]; m[0][1] = -mat.m[0][1]; m[0][2] = -mat.m[0][2];
- m[1][0] = -mat.m[1][0]; m[1][1] = -mat.m[1][1]; m[1][2] = -mat.m[1][2];
- m[2][0] = -mat.m[2][0]; m[2][1] = -mat.m[2][1]; m[2][2] = -mat.m[2][2];
- }
-
- //! Add another matrix
- inline_ void Add(const Matrix3x3& mat)
- {
- m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
- m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
- m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
- }
-
- //! Sub another matrix
- inline_ void Sub(const Matrix3x3& mat)
- {
- m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
- m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
- m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
- }
- //! Mac
- inline_ void Mac(const Matrix3x3& a, const Matrix3x3& b, float s)
- {
- m[0][0] = a.m[0][0] + b.m[0][0] * s;
- m[0][1] = a.m[0][1] + b.m[0][1] * s;
- m[0][2] = a.m[0][2] + b.m[0][2] * s;
-
- m[1][0] = a.m[1][0] + b.m[1][0] * s;
- m[1][1] = a.m[1][1] + b.m[1][1] * s;
- m[1][2] = a.m[1][2] + b.m[1][2] * s;
-
- m[2][0] = a.m[2][0] + b.m[2][0] * s;
- m[2][1] = a.m[2][1] + b.m[2][1] * s;
- m[2][2] = a.m[2][2] + b.m[2][2] * s;
- }
- //! Mac
- inline_ void Mac(const Matrix3x3& a, float s)
- {
- m[0][0] += a.m[0][0] * s; m[0][1] += a.m[0][1] * s; m[0][2] += a.m[0][2] * s;
- m[1][0] += a.m[1][0] * s; m[1][1] += a.m[1][1] * s; m[1][2] += a.m[1][2] * s;
- m[2][0] += a.m[2][0] * s; m[2][1] += a.m[2][1] * s; m[2][2] += a.m[2][2] * s;
- }
-
- //! this = A * s
- inline_ void Mult(const Matrix3x3& a, float s)
- {
- m[0][0] = a.m[0][0] * s; m[0][1] = a.m[0][1] * s; m[0][2] = a.m[0][2] * s;
- m[1][0] = a.m[1][0] * s; m[1][1] = a.m[1][1] * s; m[1][2] = a.m[1][2] * s;
- m[2][0] = a.m[2][0] * s; m[2][1] = a.m[2][1] * s; m[2][2] = a.m[2][2] * s;
- }
-
- inline_ void Add(const Matrix3x3& a, const Matrix3x3& b)
- {
- m[0][0] = a.m[0][0] + b.m[0][0]; m[0][1] = a.m[0][1] + b.m[0][1]; m[0][2] = a.m[0][2] + b.m[0][2];
- m[1][0] = a.m[1][0] + b.m[1][0]; m[1][1] = a.m[1][1] + b.m[1][1]; m[1][2] = a.m[1][2] + b.m[1][2];
- m[2][0] = a.m[2][0] + b.m[2][0]; m[2][1] = a.m[2][1] + b.m[2][1]; m[2][2] = a.m[2][2] + b.m[2][2];
- }
-
- inline_ void Sub(const Matrix3x3& a, const Matrix3x3& b)
- {
- m[0][0] = a.m[0][0] - b.m[0][0]; m[0][1] = a.m[0][1] - b.m[0][1]; m[0][2] = a.m[0][2] - b.m[0][2];
- m[1][0] = a.m[1][0] - b.m[1][0]; m[1][1] = a.m[1][1] - b.m[1][1]; m[1][2] = a.m[1][2] - b.m[1][2];
- m[2][0] = a.m[2][0] - b.m[2][0]; m[2][1] = a.m[2][1] - b.m[2][1]; m[2][2] = a.m[2][2] - b.m[2][2];
- }
-
- //! this = a * b
- inline_ void Mult(const Matrix3x3& a, const Matrix3x3& b)
- {
- m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[1][0] + a.m[0][2] * b.m[2][0];
- m[0][1] = a.m[0][0] * b.m[0][1] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[2][1];
- m[0][2] = a.m[0][0] * b.m[0][2] + a.m[0][1] * b.m[1][2] + a.m[0][2] * b.m[2][2];
- m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[1][2] * b.m[2][0];
- m[1][1] = a.m[1][0] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[2][1];
- m[1][2] = a.m[1][0] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[1][2] * b.m[2][2];
- m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[1][0] + a.m[2][2] * b.m[2][0];
- m[2][1] = a.m[2][0] * b.m[0][1] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[2][1];
- m[2][2] = a.m[2][0] * b.m[0][2] + a.m[2][1] * b.m[1][2] + a.m[2][2] * b.m[2][2];
- }
-
- //! this = transpose(a) * b
- inline_ void MultAtB(const Matrix3x3& a, const Matrix3x3& b)
- {
- m[0][0] = a.m[0][0] * b.m[0][0] + a.m[1][0] * b.m[1][0] + a.m[2][0] * b.m[2][0];
- m[0][1] = a.m[0][0] * b.m[0][1] + a.m[1][0] * b.m[1][1] + a.m[2][0] * b.m[2][1];
- m[0][2] = a.m[0][0] * b.m[0][2] + a.m[1][0] * b.m[1][2] + a.m[2][0] * b.m[2][2];
- m[1][0] = a.m[0][1] * b.m[0][0] + a.m[1][1] * b.m[1][0] + a.m[2][1] * b.m[2][0];
- m[1][1] = a.m[0][1] * b.m[0][1] + a.m[1][1] * b.m[1][1] + a.m[2][1] * b.m[2][1];
- m[1][2] = a.m[0][1] * b.m[0][2] + a.m[1][1] * b.m[1][2] + a.m[2][1] * b.m[2][2];
- m[2][0] = a.m[0][2] * b.m[0][0] + a.m[1][2] * b.m[1][0] + a.m[2][2] * b.m[2][0];
- m[2][1] = a.m[0][2] * b.m[0][1] + a.m[1][2] * b.m[1][1] + a.m[2][2] * b.m[2][1];
- m[2][2] = a.m[0][2] * b.m[0][2] + a.m[1][2] * b.m[1][2] + a.m[2][2] * b.m[2][2];
- }
-
- //! this = a * transpose(b)
- inline_ void MultABt(const Matrix3x3& a, const Matrix3x3& b)
- {
- m[0][0] = a.m[0][0] * b.m[0][0] + a.m[0][1] * b.m[0][1] + a.m[0][2] * b.m[0][2];
- m[0][1] = a.m[0][0] * b.m[1][0] + a.m[0][1] * b.m[1][1] + a.m[0][2] * b.m[1][2];
- m[0][2] = a.m[0][0] * b.m[2][0] + a.m[0][1] * b.m[2][1] + a.m[0][2] * b.m[2][2];
- m[1][0] = a.m[1][0] * b.m[0][0] + a.m[1][1] * b.m[0][1] + a.m[1][2] * b.m[0][2];
- m[1][1] = a.m[1][0] * b.m[1][0] + a.m[1][1] * b.m[1][1] + a.m[1][2] * b.m[1][2];
- m[1][2] = a.m[1][0] * b.m[2][0] + a.m[1][1] * b.m[2][1] + a.m[1][2] * b.m[2][2];
- m[2][0] = a.m[2][0] * b.m[0][0] + a.m[2][1] * b.m[0][1] + a.m[2][2] * b.m[0][2];
- m[2][1] = a.m[2][0] * b.m[1][0] + a.m[2][1] * b.m[1][1] + a.m[2][2] * b.m[1][2];
- m[2][2] = a.m[2][0] * b.m[2][0] + a.m[2][1] * b.m[2][1] + a.m[2][2] * b.m[2][2];
- }
-
- //! Makes a rotation matrix mapping vector "from" to vector "to".
- Matrix3x3& FromTo(const IcePoint& from, const IcePoint& to);
-
- //! Set a rotation matrix around the X axis.
- //! 1 0 0
- //! RX = 0 cx sx
- //! 0 -sx cx
- void RotX(float angle);
- //! Set a rotation matrix around the Y axis.
- //! cy 0 -sy
- //! RY = 0 1 0
- //! sy 0 cy
- void RotY(float angle);
- //! Set a rotation matrix around the Z axis.
- //! cz sz 0
- //! RZ = -sz cz 0
- //! 0 0 1
- void RotZ(float angle);
- //! cy sx.sy -sy.cx
- //! RY.RX 0 cx sx
- //! sy -sx.cy cx.cy
- void RotYX(float y, float x);
-
- //! Make a rotation matrix about an arbitrary axis
- Matrix3x3& Rot(float angle, const IcePoint& axis);
-
- //! Transpose the matrix.
- void Transpose()
- {
- IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
- IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
- IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]);
- }
-
- //! this = Transpose(a)
- void Transpose(const Matrix3x3& a)
- {
- m[0][0] = a.m[0][0]; m[0][1] = a.m[1][0]; m[0][2] = a.m[2][0];
- m[1][0] = a.m[0][1]; m[1][1] = a.m[1][1]; m[1][2] = a.m[2][1];
- m[2][0] = a.m[0][2]; m[2][1] = a.m[1][2]; m[2][2] = a.m[2][2];
- }
-
- //! Compute the determinant of the matrix. We use the rule of Sarrus.
- float Determinant() const
- {
- return (m[0][0]*m[1][1]*m[2][2] + m[0][1]*m[1][2]*m[2][0] + m[0][2]*m[1][0]*m[2][1])
- - (m[2][0]*m[1][1]*m[0][2] + m[2][1]*m[1][2]*m[0][0] + m[2][2]*m[1][0]*m[0][1]);
- }
-/*
- //! Compute a cofactor. Used for matrix inversion.
- float CoFactor(ubyte row, ubyte column) const
- {
- static sdword gIndex[3+2] = { 0, 1, 2, 0, 1 };
- return (m[gIndex[row+1]][gIndex[column+1]]*m[gIndex[row+2]][gIndex[column+2]] - m[gIndex[row+2]][gIndex[column+1]]*m[gIndex[row+1]][gIndex[column+2]]);
- }
-*/
- //! Invert the matrix. Determinant must be different from zero, else matrix can't be inverted.
- Matrix3x3& Invert()
- {
- float Det = Determinant(); // Must be !=0
- float OneOverDet = 1.0f / Det;
-
- Matrix3x3 Temp;
- Temp.m[0][0] = +(m[1][1] * m[2][2] - m[2][1] * m[1][2]) * OneOverDet;
- Temp.m[1][0] = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]) * OneOverDet;
- Temp.m[2][0] = +(m[1][0] * m[2][1] - m[2][0] * m[1][1]) * OneOverDet;
- Temp.m[0][1] = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]) * OneOverDet;
- Temp.m[1][1] = +(m[0][0] * m[2][2] - m[2][0] * m[0][2]) * OneOverDet;
- Temp.m[2][1] = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]) * OneOverDet;
- Temp.m[0][2] = +(m[0][1] * m[1][2] - m[1][1] * m[0][2]) * OneOverDet;
- Temp.m[1][2] = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]) * OneOverDet;
- Temp.m[2][2] = +(m[0][0] * m[1][1] - m[1][0] * m[0][1]) * OneOverDet;
-
- *this = Temp;
-
- return *this;
- }
-
- Matrix3x3& Normalize();
-
- //! this = exp(a)
- Matrix3x3& Exp(const Matrix3x3& a);
-
-void FromQuat(const Quat &q);
-void FromQuatL2(const Quat &q, float l2);
-
- // Arithmetic operators
- //! Operator for Matrix3x3 Plus = Matrix3x3 + Matrix3x3;
- inline_ Matrix3x3 operator+(const Matrix3x3& mat) const
- {
- return Matrix3x3(
- m[0][0] + mat.m[0][0], m[0][1] + mat.m[0][1], m[0][2] + mat.m[0][2],
- m[1][0] + mat.m[1][0], m[1][1] + mat.m[1][1], m[1][2] + mat.m[1][2],
- m[2][0] + mat.m[2][0], m[2][1] + mat.m[2][1], m[2][2] + mat.m[2][2]);
- }
-
- //! Operator for Matrix3x3 Minus = Matrix3x3 - Matrix3x3;
- inline_ Matrix3x3 operator-(const Matrix3x3& mat) const
- {
- return Matrix3x3(
- m[0][0] - mat.m[0][0], m[0][1] - mat.m[0][1], m[0][2] - mat.m[0][2],
- m[1][0] - mat.m[1][0], m[1][1] - mat.m[1][1], m[1][2] - mat.m[1][2],
- m[2][0] - mat.m[2][0], m[2][1] - mat.m[2][1], m[2][2] - mat.m[2][2]);
- }
-
- //! Operator for Matrix3x3 Mul = Matrix3x3 * Matrix3x3;
- inline_ Matrix3x3 operator*(const Matrix3x3& mat) const
- {
- return Matrix3x3(
- m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0],
- m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1],
- m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2],
-
- m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0],
- m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1],
- m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2],
-
- m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0],
- m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1],
- m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2]);
- }
-
- //! Operator for Point Mul = Matrix3x3 * Point;
- inline_ IcePoint operator*(const IcePoint& v) const { return IcePoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v); }
-
- //! Operator for Matrix3x3 Mul = Matrix3x3 * float;
- inline_ Matrix3x3 operator*(float s) const
- {
- return Matrix3x3(
- m[0][0]*s, m[0][1]*s, m[0][2]*s,
- m[1][0]*s, m[1][1]*s, m[1][2]*s,
- m[2][0]*s, m[2][1]*s, m[2][2]*s);
- }
-
- //! Operator for Matrix3x3 Mul = float * Matrix3x3;
- inline_ friend Matrix3x3 operator*(float s, const Matrix3x3& mat)
- {
- return Matrix3x3(
- s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2],
- s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2],
- s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2]);
- }
-
- //! Operator for Matrix3x3 Div = Matrix3x3 / float;
- inline_ Matrix3x3 operator/(float s) const
- {
- if (s) s = 1.0f / s;
- return Matrix3x3(
- m[0][0]*s, m[0][1]*s, m[0][2]*s,
- m[1][0]*s, m[1][1]*s, m[1][2]*s,
- m[2][0]*s, m[2][1]*s, m[2][2]*s);
- }
-
- //! Operator for Matrix3x3 Div = float / Matrix3x3;
- inline_ friend Matrix3x3 operator/(float s, const Matrix3x3& mat)
- {
- return Matrix3x3(
- s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2],
- s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2],
- s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2]);
- }
-
- //! Operator for Matrix3x3 += Matrix3x3
- inline_ Matrix3x3& operator+=(const Matrix3x3& mat)
- {
- m[0][0] += mat.m[0][0]; m[0][1] += mat.m[0][1]; m[0][2] += mat.m[0][2];
- m[1][0] += mat.m[1][0]; m[1][1] += mat.m[1][1]; m[1][2] += mat.m[1][2];
- m[2][0] += mat.m[2][0]; m[2][1] += mat.m[2][1]; m[2][2] += mat.m[2][2];
- return *this;
- }
-
- //! Operator for Matrix3x3 -= Matrix3x3
- inline_ Matrix3x3& operator-=(const Matrix3x3& mat)
- {
- m[0][0] -= mat.m[0][0]; m[0][1] -= mat.m[0][1]; m[0][2] -= mat.m[0][2];
- m[1][0] -= mat.m[1][0]; m[1][1] -= mat.m[1][1]; m[1][2] -= mat.m[1][2];
- m[2][0] -= mat.m[2][0]; m[2][1] -= mat.m[2][1]; m[2][2] -= mat.m[2][2];
- return *this;
- }
-
- //! Operator for Matrix3x3 *= Matrix3x3
- inline_ Matrix3x3& operator*=(const Matrix3x3& mat)
- {
- IcePoint TempRow;
-
- GetRow(0, TempRow);
- m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
- m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
- m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
-
- GetRow(1, TempRow);
- m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
- m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
- m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
-
- GetRow(2, TempRow);
- m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0];
- m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1];
- m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2];
- return *this;
- }
-
- //! Operator for Matrix3x3 *= float
- inline_ Matrix3x3& operator*=(float s)
- {
- m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
- m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
- m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
- return *this;
- }
-
- //! Operator for Matrix3x3 /= float
- inline_ Matrix3x3& operator/=(float s)
- {
- if (s) s = 1.0f / s;
- m[0][0] *= s; m[0][1] *= s; m[0][2] *= s;
- m[1][0] *= s; m[1][1] *= s; m[1][2] *= s;
- m[2][0] *= s; m[2][1] *= s; m[2][2] *= s;
- return *this;
- }
-
- // Cast operators
- //! Cast a Matrix3x3 to a Matrix4x4.
- operator Matrix4x4() const;
- //! Cast a Matrix3x3 to a Quat.
- operator Quat() const;
-
- inline_ const IcePoint& operator[](int row) const { return *(const IcePoint*)&m[row][0]; }
- inline_ IcePoint& operator[](int row) { return *(IcePoint*)&m[row][0]; }
-
- public:
-
- float m[3][3];
- };
-
-#endif // __ICEMATRIX3X3_H__
-
diff --git a/Opcode/Ice/IceMatrix4x4.cpp b/Opcode/Ice/IceMatrix4x4.cpp
deleted file mode 100644
index f9d8997..0000000
--- a/Opcode/Ice/IceMatrix4x4.cpp
+++ /dev/null
@@ -1,135 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 4x4 matrices.
- * \file IceMatrix4x4.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * 4x4 matrix.
- * DirectX-compliant, ie row-column order, ie m[Row][Col].
- * Same as:
- * m11 m12 m13 m14 first row.
- * m21 m22 m23 m24 second row.
- * m31 m32 m33 m34 third row.
- * m41 m42 m43 m44 fourth row.
- * Translation is (m41, m42, m43), (m14, m24, m34, m44) = (0, 0, 0, 1).
- * Stored in memory as m11 m12 m13 m14 m21...
- *
- * Multiplication rules:
- *
- * [x'y'z'1] = [xyz1][M]
- *
- * x' = x*m11 + y*m21 + z*m31 + m41
- * y' = x*m12 + y*m22 + z*m32 + m42
- * z' = x*m13 + y*m23 + z*m33 + m43
- * 1' = 0 + 0 + 0 + m44
- *
- * \class Matrix4x4
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Inverts a PR matrix. (which only contains a rotation and a translation)
- * This is faster and less subject to FPU errors than the generic inversion code.
- *
- * \relates Matrix4x4
- * \fn InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
- * \param dest [out] destination matrix
- * \param src [in] source matrix
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-ICEMATHS_API void IceMaths::InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src)
-{
- dest.m[0][0] = src.m[0][0];
- dest.m[1][0] = src.m[0][1];
- dest.m[2][0] = src.m[0][2];
- dest.m[3][0] = -(src.m[3][0]*src.m[0][0] + src.m[3][1]*src.m[0][1] + src.m[3][2]*src.m[0][2]);
-
- dest.m[0][1] = src.m[1][0];
- dest.m[1][1] = src.m[1][1];
- dest.m[2][1] = src.m[1][2];
- dest.m[3][1] = -(src.m[3][0]*src.m[1][0] + src.m[3][1]*src.m[1][1] + src.m[3][2]*src.m[1][2]);
-
- dest.m[0][2] = src.m[2][0];
- dest.m[1][2] = src.m[2][1];
- dest.m[2][2] = src.m[2][2];
- dest.m[3][2] = -(src.m[3][0]*src.m[2][0] + src.m[3][1]*src.m[2][1] + src.m[3][2]*src.m[2][2]);
-
- dest.m[0][3] = 0.0f;
- dest.m[1][3] = 0.0f;
- dest.m[2][3] = 0.0f;
- dest.m[3][3] = 1.0f;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Compute the cofactor of the Matrix at a specified location
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Matrix4x4::CoFactor(udword row, udword col) const
-{
- return (( m[(row+1)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+3)&3][(col+3)&3] +
- m[(row+1)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+3)&3][(col+1)&3] +
- m[(row+1)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+3)&3][(col+2)&3])
- - (m[(row+3)&3][(col+1)&3]*m[(row+2)&3][(col+2)&3]*m[(row+1)&3][(col+3)&3] +
- m[(row+3)&3][(col+2)&3]*m[(row+2)&3][(col+3)&3]*m[(row+1)&3][(col+1)&3] +
- m[(row+3)&3][(col+3)&3]*m[(row+2)&3][(col+1)&3]*m[(row+1)&3][(col+2)&3])) * ((row + col) & 1 ? -1.0f : +1.0f);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Compute the determinant of the Matrix
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Matrix4x4::Determinant() const
-{
- return m[0][0] * CoFactor(0, 0) +
- m[0][1] * CoFactor(0, 1) +
- m[0][2] * CoFactor(0, 2) +
- m[0][3] * CoFactor(0, 3);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Compute the inverse of the matrix
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-Matrix4x4& Matrix4x4::Invert()
-{
- float Det = Determinant();
- Matrix4x4 Temp;
-
- if(fabsf(Det) < MATRIX4X4_EPSILON)
- return *this; // The matrix is not invertible! Singular case!
-
- float IDet = 1.0f / Det;
-
- Temp.m[0][0] = CoFactor(0,0) * IDet;
- Temp.m[1][0] = CoFactor(0,1) * IDet;
- Temp.m[2][0] = CoFactor(0,2) * IDet;
- Temp.m[3][0] = CoFactor(0,3) * IDet;
- Temp.m[0][1] = CoFactor(1,0) * IDet;
- Temp.m[1][1] = CoFactor(1,1) * IDet;
- Temp.m[2][1] = CoFactor(1,2) * IDet;
- Temp.m[3][1] = CoFactor(1,3) * IDet;
- Temp.m[0][2] = CoFactor(2,0) * IDet;
- Temp.m[1][2] = CoFactor(2,1) * IDet;
- Temp.m[2][2] = CoFactor(2,2) * IDet;
- Temp.m[3][2] = CoFactor(2,3) * IDet;
- Temp.m[0][3] = CoFactor(3,0) * IDet;
- Temp.m[1][3] = CoFactor(3,1) * IDet;
- Temp.m[2][3] = CoFactor(3,2) * IDet;
- Temp.m[3][3] = CoFactor(3,3) * IDet;
-
- *this = Temp;
-
- return *this;
-}
-
diff --git a/Opcode/Ice/IceMatrix4x4.h b/Opcode/Ice/IceMatrix4x4.h
deleted file mode 100644
index 82ebc05..0000000
--- a/Opcode/Ice/IceMatrix4x4.h
+++ /dev/null
@@ -1,455 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 4x4 matrices.
- * \file IceMatrix4x4.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEMATRIX4X4_H__
-#define __ICEMATRIX4X4_H__
-
- // Forward declarations
- class PRS;
- class PR;
-
- #define MATRIX4X4_EPSILON (1.0e-7f)
-
- class ICEMATHS_API Matrix4x4
- {
-// void LUBackwardSubstitution( sdword *indx, float* b );
-// void LUDecomposition( sdword* indx, float* d );
-
- public:
- //! Empty constructor.
- inline_ Matrix4x4() {}
- //! Constructor from 16 values
- inline_ Matrix4x4( float m00, float m01, float m02, float m03,
- float m10, float m11, float m12, float m13,
- float m20, float m21, float m22, float m23,
- float m30, float m31, float m32, float m33)
- {
- m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
- m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
- m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
- m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
- }
- //! Copy constructor
- inline_ Matrix4x4(const Matrix4x4& mat) { CopyMemory(m, &mat.m, 16*sizeof(float)); }
- //! Destructor.
- inline_ ~Matrix4x4() {}
-
- //! Assign values (rotation only)
- inline_ Matrix4x4& Set( float m00, float m01, float m02,
- float m10, float m11, float m12,
- float m20, float m21, float m22)
- {
- m[0][0] = m00; m[0][1] = m01; m[0][2] = m02;
- m[1][0] = m10; m[1][1] = m11; m[1][2] = m12;
- m[2][0] = m20; m[2][1] = m21; m[2][2] = m22;
- return *this;
- }
- //! Assign values
- inline_ Matrix4x4& Set( float m00, float m01, float m02, float m03,
- float m10, float m11, float m12, float m13,
- float m20, float m21, float m22, float m23,
- float m30, float m31, float m32, float m33)
- {
- m[0][0] = m00; m[0][1] = m01; m[0][2] = m02; m[0][3] = m03;
- m[1][0] = m10; m[1][1] = m11; m[1][2] = m12; m[1][3] = m13;
- m[2][0] = m20; m[2][1] = m21; m[2][2] = m22; m[2][3] = m23;
- m[3][0] = m30; m[3][1] = m31; m[3][2] = m32; m[3][3] = m33;
- return *this;
- }
-
- //! Copy from a Matrix4x4
- inline_ void Copy(const Matrix4x4& source) { CopyMemory(m, source.m, 16*sizeof(float)); }
-
- // Row-column access
- //! Returns a row.
- inline_ void GetRow(const udword r, HPoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; p.w=m[r][3]; }
- //! Returns a row.
- inline_ void GetRow(const udword r, IcePoint& p) const { p.x=m[r][0]; p.y=m[r][1]; p.z=m[r][2]; }
- //! Returns a row.
- inline_ const HPoint& GetRow(const udword r) const { return *(const HPoint*)&m[r][0]; }
- //! Returns a row.
- inline_ HPoint& GetRow(const udword r) { return *(HPoint*)&m[r][0]; }
- //! Sets a row.
- inline_ void SetRow(const udword r, const HPoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]=p.w; }
- //! Sets a row.
- inline_ void SetRow(const udword r, const IcePoint& p) { m[r][0]=p.x; m[r][1]=p.y; m[r][2]=p.z; m[r][3]= (r!=3) ? 0.0f : 1.0f; }
- //! Returns a column.
- inline_ void GetCol(const udword c, HPoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; p.w=m[3][c]; }
- //! Returns a column.
- inline_ void GetCol(const udword c, IcePoint& p) const { p.x=m[0][c]; p.y=m[1][c]; p.z=m[2][c]; }
- //! Sets a column.
- inline_ void SetCol(const udword c, const HPoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]=p.w; }
- //! Sets a column.
- inline_ void SetCol(const udword c, const IcePoint& p) { m[0][c]=p.x; m[1][c]=p.y; m[2][c]=p.z; m[3][c]= (c!=3) ? 0.0f : 1.0f; }
-
- // Translation
- //! Returns the translation part of the matrix.
- inline_ const HPoint& GetTrans() const { return GetRow(3); }
- //! Gets the translation part of the matrix
- inline_ void GetTrans(IcePoint& p) const { p.x=m[3][0]; p.y=m[3][1]; p.z=m[3][2]; }
- //! Sets the translation part of the matrix, from a Point.
- inline_ void SetTrans(const IcePoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; }
- //! Sets the translation part of the matrix, from a HPoint.
- inline_ void SetTrans(const HPoint& p) { m[3][0]=p.x; m[3][1]=p.y; m[3][2]=p.z; m[3][3]=p.w; }
- //! Sets the translation part of the matrix, from floats.
- inline_ void SetTrans(float tx, float ty, float tz) { m[3][0]=tx; m[3][1]=ty; m[3][2]=tz; }
-
- // Scale
- //! Sets the scale from a Point. The point is put on the diagonal.
- inline_ void SetScale(const IcePoint& p) { m[0][0]=p.x; m[1][1]=p.y; m[2][2]=p.z; }
- //! Sets the scale from floats. Values are put on the diagonal.
- inline_ void SetScale(float sx, float sy, float sz) { m[0][0]=sx; m[1][1]=sy; m[2][2]=sz; }
- //! Scales from a Point. Each row is multiplied by a component.
- void Scale(const IcePoint& p)
- {
- m[0][0] *= p.x; m[1][0] *= p.y; m[2][0] *= p.z;
- m[0][1] *= p.x; m[1][1] *= p.y; m[2][1] *= p.z;
- m[0][2] *= p.x; m[1][2] *= p.y; m[2][2] *= p.z;
- }
- //! Scales from floats. Each row is multiplied by a value.
- void Scale(float sx, float sy, float sz)
- {
- m[0][0] *= sx; m[1][0] *= sy; m[2][0] *= sz;
- m[0][1] *= sx; m[1][1] *= sy; m[2][1] *= sz;
- m[0][2] *= sx; m[1][2] *= sy; m[2][2] *= sz;
- }
-/*
- //! Returns a row.
- inline_ HPoint GetRow(const udword row) const { return mRow[row]; }
- //! Sets a row.
- inline_ Matrix4x4& SetRow(const udword row, const HPoint& p) { mRow[row] = p; return *this; }
- //! Sets a row.
- Matrix4x4& SetRow(const udword row, const Point& p)
- {
- m[row][0] = p.x;
- m[row][1] = p.y;
- m[row][2] = p.z;
- m[row][3] = (row != 3) ? 0.0f : 1.0f;
- return *this;
- }
- //! Returns a column.
- HPoint GetCol(const udword col) const
- {
- HPoint Res;
- Res.x = m[0][col];
- Res.y = m[1][col];
- Res.z = m[2][col];
- Res.w = m[3][col];
- return Res;
- }
- //! Sets a column.
- Matrix4x4& SetCol(const udword col, const HPoint& p)
- {
- m[0][col] = p.x;
- m[1][col] = p.y;
- m[2][col] = p.z;
- m[3][col] = p.w;
- return *this;
- }
- //! Sets a column.
- Matrix4x4& SetCol(const udword col, const Point& p)
- {
- m[0][col] = p.x;
- m[1][col] = p.y;
- m[2][col] = p.z;
- m[3][col] = (col != 3) ? 0.0f : 1.0f;
- return *this;
- }
-*/
- //! Computes the trace. The trace is the sum of the 4 diagonal components.
- inline_ float Trace() const { return m[0][0] + m[1][1] + m[2][2] + m[3][3]; }
- //! Computes the trace of the upper 3x3 matrix.
- inline_ float Trace3x3() const { return m[0][0] + m[1][1] + m[2][2]; }
- //! Clears the matrix.
- inline_ void Zero() { ZeroMemory(&m, sizeof(m)); }
- //! Sets the identity matrix.
- inline_ void Identity() { Zero(); m[0][0] = m[1][1] = m[2][2] = m[3][3] = 1.0f; }
- //! Checks for identity
- inline_ bool IsIdentity() const
- {
- if(IR(m[0][0])!=IEEE_1_0) return false;
- if(IR(m[0][1])!=0) return false;
- if(IR(m[0][2])!=0) return false;
- if(IR(m[0][3])!=0) return false;
-
- if(IR(m[1][0])!=0) return false;
- if(IR(m[1][1])!=IEEE_1_0) return false;
- if(IR(m[1][2])!=0) return false;
- if(IR(m[1][3])!=0) return false;
-
- if(IR(m[2][0])!=0) return false;
- if(IR(m[2][1])!=0) return false;
- if(IR(m[2][2])!=IEEE_1_0) return false;
- if(IR(m[2][3])!=0) return false;
-
- if(IR(m[3][0])!=0) return false;
- if(IR(m[3][1])!=0) return false;
- if(IR(m[3][2])!=0) return false;
- if(IR(m[3][3])!=IEEE_1_0) return false;
- return true;
- }
-
- //! Checks matrix validity
- inline_ BOOL IsValid() const
- {
- for(udword j=0;j<4;j++)
- {
- for(udword i=0;i<4;i++)
- {
- if(!IsValidFloat(m[j][i])) return FALSE;
- }
- }
- return TRUE;
- }
-
- //! Sets a rotation matrix around the X axis.
- void RotX(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[1][1] = m[2][2] = Cos; m[2][1] = -Sin; m[1][2] = Sin; }
- //! Sets a rotation matrix around the Y axis.
- void RotY(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[2][2] = Cos; m[2][0] = Sin; m[0][2] = -Sin; }
- //! Sets a rotation matrix around the Z axis.
- void RotZ(float angle) { float Cos = cosf(angle), Sin = sinf(angle); Identity(); m[0][0] = m[1][1] = Cos; m[1][0] = -Sin; m[0][1] = Sin; }
-
- //! Makes a rotation matrix about an arbitrary axis
- Matrix4x4& Rot(float angle, IcePoint& p1, IcePoint& p2);
-
- //! Transposes the matrix.
- void Transpose()
- {
- IR(m[1][0]) ^= IR(m[0][1]); IR(m[0][1]) ^= IR(m[1][0]); IR(m[1][0]) ^= IR(m[0][1]);
- IR(m[2][0]) ^= IR(m[0][2]); IR(m[0][2]) ^= IR(m[2][0]); IR(m[2][0]) ^= IR(m[0][2]);
- IR(m[3][0]) ^= IR(m[0][3]); IR(m[0][3]) ^= IR(m[3][0]); IR(m[3][0]) ^= IR(m[0][3]);
- IR(m[1][2]) ^= IR(m[2][1]); IR(m[2][1]) ^= IR(m[1][2]); IR(m[1][2]) ^= IR(m[2][1]);
- IR(m[1][3]) ^= IR(m[3][1]); IR(m[3][1]) ^= IR(m[1][3]); IR(m[1][3]) ^= IR(m[3][1]);
- IR(m[2][3]) ^= IR(m[3][2]); IR(m[3][2]) ^= IR(m[2][3]); IR(m[2][3]) ^= IR(m[3][2]);
- }
-
- //! Computes a cofactor. Used for matrix inversion.
- float CoFactor(udword row, udword col) const;
- //! Computes the determinant of the matrix.
- float Determinant() const;
- //! Inverts the matrix. Determinant must be different from zero, else matrix can't be inverted.
- Matrix4x4& Invert();
-// Matrix& ComputeAxisMatrix(Point& axis, float angle);
-
- // Cast operators
- //! Casts a Matrix4x4 to a Matrix3x3.
- inline_ operator Matrix3x3() const
- {
- return Matrix3x3(
- m[0][0], m[0][1], m[0][2],
- m[1][0], m[1][1], m[1][2],
- m[2][0], m[2][1], m[2][2]);
- }
- //! Casts a Matrix4x4 to a Quat.
- operator Quat() const;
- //! Casts a Matrix4x4 to a PR.
- operator PR() const;
-
- // Arithmetic operators
- //! Operator for Matrix4x4 Plus = Matrix4x4 + Matrix4x4;
- inline_ Matrix4x4 operator+(const Matrix4x4& mat) const
- {
- return Matrix4x4(
- m[0][0]+mat.m[0][0], m[0][1]+mat.m[0][1], m[0][2]+mat.m[0][2], m[0][3]+mat.m[0][3],
- m[1][0]+mat.m[1][0], m[1][1]+mat.m[1][1], m[1][2]+mat.m[1][2], m[1][3]+mat.m[1][3],
- m[2][0]+mat.m[2][0], m[2][1]+mat.m[2][1], m[2][2]+mat.m[2][2], m[2][3]+mat.m[2][3],
- m[3][0]+mat.m[3][0], m[3][1]+mat.m[3][1], m[3][2]+mat.m[3][2], m[3][3]+mat.m[3][3]);
- }
-
- //! Operator for Matrix4x4 Minus = Matrix4x4 - Matrix4x4;
- inline_ Matrix4x4 operator-(const Matrix4x4& mat) const
- {
- return Matrix4x4(
- m[0][0]-mat.m[0][0], m[0][1]-mat.m[0][1], m[0][2]-mat.m[0][2], m[0][3]-mat.m[0][3],
- m[1][0]-mat.m[1][0], m[1][1]-mat.m[1][1], m[1][2]-mat.m[1][2], m[1][3]-mat.m[1][3],
- m[2][0]-mat.m[2][0], m[2][1]-mat.m[2][1], m[2][2]-mat.m[2][2], m[2][3]-mat.m[2][3],
- m[3][0]-mat.m[3][0], m[3][1]-mat.m[3][1], m[3][2]-mat.m[3][2], m[3][3]-mat.m[3][3]);
- }
-
- //! Operator for Matrix4x4 Mul = Matrix4x4 * Matrix4x4;
- inline_ Matrix4x4 operator*(const Matrix4x4& mat) const
- {
- return Matrix4x4(
- m[0][0]*mat.m[0][0] + m[0][1]*mat.m[1][0] + m[0][2]*mat.m[2][0] + m[0][3]*mat.m[3][0],
- m[0][0]*mat.m[0][1] + m[0][1]*mat.m[1][1] + m[0][2]*mat.m[2][1] + m[0][3]*mat.m[3][1],
- m[0][0]*mat.m[0][2] + m[0][1]*mat.m[1][2] + m[0][2]*mat.m[2][2] + m[0][3]*mat.m[3][2],
- m[0][0]*mat.m[0][3] + m[0][1]*mat.m[1][3] + m[0][2]*mat.m[2][3] + m[0][3]*mat.m[3][3],
-
- m[1][0]*mat.m[0][0] + m[1][1]*mat.m[1][0] + m[1][2]*mat.m[2][0] + m[1][3]*mat.m[3][0],
- m[1][0]*mat.m[0][1] + m[1][1]*mat.m[1][1] + m[1][2]*mat.m[2][1] + m[1][3]*mat.m[3][1],
- m[1][0]*mat.m[0][2] + m[1][1]*mat.m[1][2] + m[1][2]*mat.m[2][2] + m[1][3]*mat.m[3][2],
- m[1][0]*mat.m[0][3] + m[1][1]*mat.m[1][3] + m[1][2]*mat.m[2][3] + m[1][3]*mat.m[3][3],
-
- m[2][0]*mat.m[0][0] + m[2][1]*mat.m[1][0] + m[2][2]*mat.m[2][0] + m[2][3]*mat.m[3][0],
- m[2][0]*mat.m[0][1] + m[2][1]*mat.m[1][1] + m[2][2]*mat.m[2][1] + m[2][3]*mat.m[3][1],
- m[2][0]*mat.m[0][2] + m[2][1]*mat.m[1][2] + m[2][2]*mat.m[2][2] + m[2][3]*mat.m[3][2],
- m[2][0]*mat.m[0][3] + m[2][1]*mat.m[1][3] + m[2][2]*mat.m[2][3] + m[2][3]*mat.m[3][3],
-
- m[3][0]*mat.m[0][0] + m[3][1]*mat.m[1][0] + m[3][2]*mat.m[2][0] + m[3][3]*mat.m[3][0],
- m[3][0]*mat.m[0][1] + m[3][1]*mat.m[1][1] + m[3][2]*mat.m[2][1] + m[3][3]*mat.m[3][1],
- m[3][0]*mat.m[0][2] + m[3][1]*mat.m[1][2] + m[3][2]*mat.m[2][2] + m[3][3]*mat.m[3][2],
- m[3][0]*mat.m[0][3] + m[3][1]*mat.m[1][3] + m[3][2]*mat.m[2][3] + m[3][3]*mat.m[3][3]);
- }
-
- //! Operator for HPoint Mul = Matrix4x4 * HPoint;
- inline_ HPoint operator*(const HPoint& v) const { return HPoint(GetRow(0)|v, GetRow(1)|v, GetRow(2)|v, GetRow(3)|v); }
-
- //! Operator for Point Mul = Matrix4x4 * Point;
- inline_ IcePoint operator*(const IcePoint& v) const
- {
- return IcePoint( m[0][0]*v.x + m[0][1]*v.y + m[0][2]*v.z + m[0][3],
- m[1][0]*v.x + m[1][1]*v.y + m[1][2]*v.z + m[1][3],
- m[2][0]*v.x + m[2][1]*v.y + m[2][2]*v.z + m[2][3] );
- }
-
- //! Operator for Matrix4x4 Scale = Matrix4x4 * float;
- inline_ Matrix4x4 operator*(float s) const
- {
- return Matrix4x4(
- m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
- m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
- m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
- m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
- }
-
- //! Operator for Matrix4x4 Scale = float * Matrix4x4;
- inline_ friend Matrix4x4 operator*(float s, const Matrix4x4& mat)
- {
- return Matrix4x4(
- s*mat.m[0][0], s*mat.m[0][1], s*mat.m[0][2], s*mat.m[0][3],
- s*mat.m[1][0], s*mat.m[1][1], s*mat.m[1][2], s*mat.m[1][3],
- s*mat.m[2][0], s*mat.m[2][1], s*mat.m[2][2], s*mat.m[2][3],
- s*mat.m[3][0], s*mat.m[3][1], s*mat.m[3][2], s*mat.m[3][3]);
- }
-
- //! Operator for Matrix4x4 Div = Matrix4x4 / float;
- inline_ Matrix4x4 operator/(float s) const
- {
- if(s) s = 1.0f / s;
-
- return Matrix4x4(
- m[0][0]*s, m[0][1]*s, m[0][2]*s, m[0][3]*s,
- m[1][0]*s, m[1][1]*s, m[1][2]*s, m[1][3]*s,
- m[2][0]*s, m[2][1]*s, m[2][2]*s, m[2][3]*s,
- m[3][0]*s, m[3][1]*s, m[3][2]*s, m[3][3]*s);
- }
-
- //! Operator for Matrix4x4 Div = float / Matrix4x4;
- inline_ friend Matrix4x4 operator/(float s, const Matrix4x4& mat)
- {
- return Matrix4x4(
- s/mat.m[0][0], s/mat.m[0][1], s/mat.m[0][2], s/mat.m[0][3],
- s/mat.m[1][0], s/mat.m[1][1], s/mat.m[1][2], s/mat.m[1][3],
- s/mat.m[2][0], s/mat.m[2][1], s/mat.m[2][2], s/mat.m[2][3],
- s/mat.m[3][0], s/mat.m[3][1], s/mat.m[3][2], s/mat.m[3][3]);
- }
-
- //! Operator for Matrix4x4 += Matrix4x4;
- inline_ Matrix4x4& operator+=(const Matrix4x4& mat)
- {
- m[0][0]+=mat.m[0][0]; m[0][1]+=mat.m[0][1]; m[0][2]+=mat.m[0][2]; m[0][3]+=mat.m[0][3];
- m[1][0]+=mat.m[1][0]; m[1][1]+=mat.m[1][1]; m[1][2]+=mat.m[1][2]; m[1][3]+=mat.m[1][3];
- m[2][0]+=mat.m[2][0]; m[2][1]+=mat.m[2][1]; m[2][2]+=mat.m[2][2]; m[2][3]+=mat.m[2][3];
- m[3][0]+=mat.m[3][0]; m[3][1]+=mat.m[3][1]; m[3][2]+=mat.m[3][2]; m[3][3]+=mat.m[3][3];
- return *this;
- }
-
- //! Operator for Matrix4x4 -= Matrix4x4;
- inline_ Matrix4x4& operator-=(const Matrix4x4& mat)
- {
- m[0][0]-=mat.m[0][0]; m[0][1]-=mat.m[0][1]; m[0][2]-=mat.m[0][2]; m[0][3]-=mat.m[0][3];
- m[1][0]-=mat.m[1][0]; m[1][1]-=mat.m[1][1]; m[1][2]-=mat.m[1][2]; m[1][3]-=mat.m[1][3];
- m[2][0]-=mat.m[2][0]; m[2][1]-=mat.m[2][1]; m[2][2]-=mat.m[2][2]; m[2][3]-=mat.m[2][3];
- m[3][0]-=mat.m[3][0]; m[3][1]-=mat.m[3][1]; m[3][2]-=mat.m[3][2]; m[3][3]-=mat.m[3][3];
- return *this;
- }
-
- //! Operator for Matrix4x4 *= Matrix4x4;
- Matrix4x4& operator*=(const Matrix4x4& mat)
- {
- HPoint TempRow;
-
- GetRow(0, TempRow);
- m[0][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
- m[0][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
- m[0][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
- m[0][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
-
- GetRow(1, TempRow);
- m[1][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
- m[1][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
- m[1][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
- m[1][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
-
- GetRow(2, TempRow);
- m[2][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
- m[2][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
- m[2][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
- m[2][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
-
- GetRow(3, TempRow);
- m[3][0] = TempRow.x*mat.m[0][0] + TempRow.y*mat.m[1][0] + TempRow.z*mat.m[2][0] + TempRow.w*mat.m[3][0];
- m[3][1] = TempRow.x*mat.m[0][1] + TempRow.y*mat.m[1][1] + TempRow.z*mat.m[2][1] + TempRow.w*mat.m[3][1];
- m[3][2] = TempRow.x*mat.m[0][2] + TempRow.y*mat.m[1][2] + TempRow.z*mat.m[2][2] + TempRow.w*mat.m[3][2];
- m[3][3] = TempRow.x*mat.m[0][3] + TempRow.y*mat.m[1][3] + TempRow.z*mat.m[2][3] + TempRow.w*mat.m[3][3];
-
- return *this;
- }
-
- //! Operator for Matrix4x4 *= float;
- inline_ Matrix4x4& operator*=(float s)
- {
- m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
- m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
- m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
- m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
- return *this;
- }
-
- //! Operator for Matrix4x4 /= float;
- inline_ Matrix4x4& operator/=(float s)
- {
- if(s) s = 1.0f / s;
- m[0][0]*=s; m[0][1]*=s; m[0][2]*=s; m[0][3]*=s;
- m[1][0]*=s; m[1][1]*=s; m[1][2]*=s; m[1][3]*=s;
- m[2][0]*=s; m[2][1]*=s; m[2][2]*=s; m[2][3]*=s;
- m[3][0]*=s; m[3][1]*=s; m[3][2]*=s; m[3][3]*=s;
- return *this;
- }
-
- inline_ const HPoint& operator[](int row) const { return *(const HPoint*)&m[row][0]; }
- inline_ HPoint& operator[](int row) { return *(HPoint*)&m[row][0]; }
-
- public:
-
- float m[4][4];
- };
-
- //! Quickly rotates & translates a vector, using the 4x3 part of a 4x4 matrix
- inline_ void TransformPoint4x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot)
- {
- dest.x = rot.m[3][0] + source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
- dest.y = rot.m[3][1] + source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
- dest.z = rot.m[3][2] + source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
- }
-
- //! Quickly rotates a vector, using the 3x3 part of a 4x4 matrix
- inline_ void TransformPoint3x3(IcePoint& dest, const IcePoint& source, const Matrix4x4& rot)
- {
- dest.x = source.x * rot.m[0][0] + source.y * rot.m[1][0] + source.z * rot.m[2][0];
- dest.y = source.x * rot.m[0][1] + source.y * rot.m[1][1] + source.z * rot.m[2][1];
- dest.z = source.x * rot.m[0][2] + source.y * rot.m[1][2] + source.z * rot.m[2][2];
- }
-
- ICEMATHS_API void InvertPRMatrix(Matrix4x4& dest, const Matrix4x4& src);
-
-#endif // __ICEMATRIX4X4_H__
-
diff --git a/Opcode/Ice/IceMemoryMacros.h b/Opcode/Ice/IceMemoryMacros.h
deleted file mode 100644
index 0987e11..0000000
--- a/Opcode/Ice/IceMemoryMacros.h
+++ /dev/null
@@ -1,89 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains all memory macros.
- * \file IceMemoryMacros.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEMEMORYMACROS_H__
-#define __ICEMEMORYMACROS_H__
-
-#undef ZeroMemory
-#undef CopyMemory
-#undef MoveMemory
-#undef FillMemory
-
- //! Clears a buffer.
- //! \param addr [in] buffer address
- //! \param size [in] buffer length
- //! \see FillMemory
- //! \see StoreDwords
- //! \see CopyMemory
- //! \see MoveMemory
- inline_ void ZeroMemory(void* addr, udword size) { memset(addr, 0, size); }
-
- //! Fills a buffer with a given byte.
- //! \param addr [in] buffer address
- //! \param size [in] buffer length
- //! \param val [in] the byte value
- //! \see StoreDwords
- //! \see ZeroMemory
- //! \see CopyMemory
- //! \see MoveMemory
- inline_ void FillMemory(void* dest, udword size, ubyte val) { memset(dest, val, size); }
-
- //! Fills a buffer with a given dword.
- //! \param addr [in] buffer address
- //! \param nb [in] number of dwords to write
- //! \param value [in] the dword value
- //! \see FillMemory
- //! \see ZeroMemory
- //! \see CopyMemory
- //! \see MoveMemory
- //! \warning writes nb*4 bytes !
- inline_ void StoreDwords(udword* dest, udword nb, udword value)
- {
- while (nb--) *dest++ = value;
- }
-
- //! Copies a buffer.
- //! \param addr [in] destination buffer address
- //! \param addr [in] source buffer address
- //! \param size [in] buffer length
- //! \see ZeroMemory
- //! \see FillMemory
- //! \see StoreDwords
- //! \see MoveMemory
- inline_ void CopyMemory(void* dest, const void* src, udword size) { memcpy(dest, src, size); }
-
- //! Moves a buffer.
- //! \param addr [in] destination buffer address
- //! \param addr [in] source buffer address
- //! \param size [in] buffer length
- //! \see ZeroMemory
- //! \see FillMemory
- //! \see StoreDwords
- //! \see CopyMemory
- inline_ void MoveMemory(void* dest, const void* src, udword size) { memmove(dest, src, size); }
-
- #define SIZEOFOBJECT sizeof(*this) //!< Gives the size of current object. Avoid some mistakes (e.g. "sizeof(this)").
- //#define CLEAROBJECT { memset(this, 0, SIZEOFOBJECT); } //!< Clears current object. Laziness is my business. HANDLE WITH CARE.
- #define DELETESINGLE(x) if (x) { delete x; x = null; } //!< Deletes an instance of a class.
- #define DELETEARRAY(x) if (x) { delete []x; x = null; } //!< Deletes an array.
- #define SAFE_RELEASE(x) if (x) { (x)->Release(); (x) = null; } //!< Safe D3D-style release
- #define SAFE_DESTRUCT(x) if (x) { (x)->SelfDestruct(); (x) = null; } //!< Safe ICE-style release
-
-#ifdef __ICEERROR_H__
- #define CHECKALLOC(x) if(!x) return SetIceError;; // ("Out of memory.", EC_OUT_OF_MEMORY); //!< Standard alloc checking. HANDLE WITH CARE.
-#else
- #define CHECKALLOC(x) if(!x) return false;
-#endif
-
- //! Standard allocation cycle
- #define SAFE_ALLOC(ptr, type, count) DELETEARRAY(ptr); ptr = new type[count]; CHECKALLOC(ptr);
-
-#endif // __ICEMEMORYMACROS_H__
diff --git a/Opcode/Ice/IceOBB.cpp b/Opcode/Ice/IceOBB.cpp
deleted file mode 100644
index ac9dbf7..0000000
--- a/Opcode/Ice/IceOBB.cpp
+++ /dev/null
@@ -1,323 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains OBB-related code.
- * \file IceOBB.cpp
- * \author Pierre Terdiman
- * \date January, 29, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * An Oriented Bounding Box (OBB).
- * \class OBB
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Tests if a point is contained within the OBB.
- * \param p [in] the world point to test
- * \return true if inside the OBB
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool OBB::ContainsPoint(const IcePoint& p) const
-{
- // IcePoint in OBB test using lazy evaluation and early exits
-
- // Translate to box space
- IcePoint RelPoint = p - mCenter;
-
- // IcePoint * mRot maps from box space to world space
- // mRot * IcePoint maps from world space to box space (what we need here)
-
- float f = mRot.m[0][0] * RelPoint.x + mRot.m[0][1] * RelPoint.y + mRot.m[0][2] * RelPoint.z;
- if(f >= mExtents.x || f <= -mExtents.x) return false;
-
- f = mRot.m[1][0] * RelPoint.x + mRot.m[1][1] * RelPoint.y + mRot.m[1][2] * RelPoint.z;
- if(f >= mExtents.y || f <= -mExtents.y) return false;
-
- f = mRot.m[2][0] * RelPoint.x + mRot.m[2][1] * RelPoint.y + mRot.m[2][2] * RelPoint.z;
- if(f >= mExtents.z || f <= -mExtents.z) return false;
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Builds an OBB from an AABB and a world transform.
- * \param aabb [in] the aabb
- * \param mat [in] the world transform
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void OBB::Create(const AABB& aabb, const Matrix4x4& mat)
-{
- // Note: must be coherent with Rotate()
-
- aabb.GetCenter(mCenter);
- aabb.GetExtents(mExtents);
- // Here we have the same as OBB::Rotate(mat) where the obb is (mCenter, mExtents, Identity).
-
- // So following what's done in Rotate:
- // - x-form the center
- mCenter *= mat;
- // - combine rotation with identity, i.e. just use given matrix
- mRot = mat;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the obb planes.
- * \param planes [out] 6 box planes
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool OBB::ComputePlanes(IcePlane* planes) const
-{
- // Checkings
- if(!planes) return false;
-
- IcePoint Axis0 = mRot[0];
- IcePoint Axis1 = mRot[1];
- IcePoint Axis2 = mRot[2];
-
- // Writes normals
- planes[0].n = Axis0;
- planes[1].n = -Axis0;
- planes[2].n = Axis1;
- planes[3].n = -Axis1;
- planes[4].n = Axis2;
- planes[5].n = -Axis2;
-
- // Compute a point on each plane
- IcePoint p0 = mCenter + Axis0 * mExtents.x;
- IcePoint p1 = mCenter - Axis0 * mExtents.x;
- IcePoint p2 = mCenter + Axis1 * mExtents.y;
- IcePoint p3 = mCenter - Axis1 * mExtents.y;
- IcePoint p4 = mCenter + Axis2 * mExtents.z;
- IcePoint p5 = mCenter - Axis2 * mExtents.z;
-
- // Compute d
- planes[0].d = -(planes[0].n|p0);
- planes[1].d = -(planes[1].n|p1);
- planes[2].d = -(planes[2].n|p2);
- planes[3].d = -(planes[3].n|p3);
- planes[4].d = -(planes[4].n|p4);
- planes[5].d = -(planes[5].n|p5);
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the obb points.
- * \param pts [out] 8 box points
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool OBB::ComputePoints(IcePoint* pts) const
-{
- // Checkings
- if(!pts) return false;
-
- IcePoint Axis0 = mRot[0];
- IcePoint Axis1 = mRot[1];
- IcePoint Axis2 = mRot[2];
-
- Axis0 *= mExtents.x;
- Axis1 *= mExtents.y;
- Axis2 *= mExtents.z;
-
- // 7+------+6 0 = ---
- // /| /| 1 = +--
- // / | / | 2 = ++-
- // / 4+---/--+5 3 = -+-
- // 3+------+2 / y z 4 = --+
- // | / | / | / 5 = +-+
- // |/ |/ |/ 6 = +++
- // 0+------+1 *---x 7 = -++
-
- pts[0] = mCenter - Axis0 - Axis1 - Axis2;
- pts[1] = mCenter + Axis0 - Axis1 - Axis2;
- pts[2] = mCenter + Axis0 + Axis1 - Axis2;
- pts[3] = mCenter - Axis0 + Axis1 - Axis2;
- pts[4] = mCenter - Axis0 - Axis1 + Axis2;
- pts[5] = mCenter + Axis0 - Axis1 + Axis2;
- pts[6] = mCenter + Axis0 + Axis1 + Axis2;
- pts[7] = mCenter - Axis0 + Axis1 + Axis2;
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes vertex normals.
- * \param pts [out] 8 box points
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool OBB::ComputeVertexNormals(IcePoint* pts) const
-{
- static float VertexNormals[] =
- {
- -INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, -INVSQRT3, -INVSQRT3,
- INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, INVSQRT3, -INVSQRT3,
- -INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, -INVSQRT3, INVSQRT3,
- INVSQRT3, INVSQRT3, INVSQRT3,
- -INVSQRT3, INVSQRT3, INVSQRT3
- };
-
- if(!pts) return false;
-
- const IcePoint* VN = (const IcePoint*)VertexNormals;
- for(udword i=0;i<8;i++)
- {
- pts[i] = VN[i] * mRot;
- }
-
- return true;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns edges.
- * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-const udword* OBB::GetEdges() const
-{
- static udword Indices[] = {
- 0, 1, 1, 2, 2, 3, 3, 0,
- 7, 6, 6, 5, 5, 4, 4, 7,
- 1, 5, 6, 2,
- 3, 7, 4, 0
- };
- return Indices;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns local edge normals.
- * \return edge normals in local space
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-const IcePoint* OBB::GetLocalEdgeNormals() const
-{
- static float EdgeNormals[] =
- {
- 0, -INVSQRT2, -INVSQRT2, // 0-1
- INVSQRT2, 0, -INVSQRT2, // 1-2
- 0, INVSQRT2, -INVSQRT2, // 2-3
- -INVSQRT2, 0, -INVSQRT2, // 3-0
-
- 0, INVSQRT2, INVSQRT2, // 7-6
- INVSQRT2, 0, INVSQRT2, // 6-5
- 0, -INVSQRT2, INVSQRT2, // 5-4
- -INVSQRT2, 0, INVSQRT2, // 4-7
-
- INVSQRT2, -INVSQRT2, 0, // 1-5
- INVSQRT2, INVSQRT2, 0, // 6-2
- -INVSQRT2, INVSQRT2, 0, // 3-7
- -INVSQRT2, -INVSQRT2, 0 // 4-0
- };
- return (const IcePoint*)EdgeNormals;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns world edge normal
- * \param edge_index [in] 0 <= edge index < 12
- * \param world_normal [out] edge normal in world space
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void OBB::ComputeWorldEdgeNormal(udword edge_index, IcePoint& world_normal) const
-{
- ASSERT(edge_index<12);
- world_normal = GetLocalEdgeNormals()[edge_index] * mRot;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes an LSS surrounding the OBB.
- * \param lss [out] the LSS
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void OBB::ComputeLSS(LSS& lss) const
-{
- IcePoint Axis0 = mRot[0];
- IcePoint Axis1 = mRot[1];
- IcePoint Axis2 = mRot[2];
-
- switch(mExtents.LargestAxis())
- {
- case 0:
- lss.mRadius = (mExtents.y + mExtents.z)*0.5f;
- lss.mP0 = mCenter + Axis0 * (mExtents.x - lss.mRadius);
- lss.mP1 = mCenter - Axis0 * (mExtents.x - lss.mRadius);
- break;
- case 1:
- lss.mRadius = (mExtents.x + mExtents.z)*0.5f;
- lss.mP0 = mCenter + Axis1 * (mExtents.y - lss.mRadius);
- lss.mP1 = mCenter - Axis1 * (mExtents.y - lss.mRadius);
- break;
- case 2:
- lss.mRadius = (mExtents.x + mExtents.y)*0.5f;
- lss.mP0 = mCenter + Axis2 * (mExtents.z - lss.mRadius);
- lss.mP1 = mCenter - Axis2 * (mExtents.z - lss.mRadius);
- break;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Checks the OBB is inside another OBB.
- * \param box [in] the other OBB
- * \return TRUE if we're inside the other box
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-BOOL OBB::IsInside(const OBB& box) const
-{
- // Make a 4x4 from the box & inverse it
- Matrix4x4 M0Inv;
- {
- Matrix4x4 M0 = box.mRot;
- M0.SetTrans(box.mCenter);
- InvertPRMatrix(M0Inv, M0);
- }
-
- // With our inversed 4x4, create box1 in space of box0
- OBB _1in0;
- Rotate(M0Inv, _1in0);
-
- // This should cancel out box0's rotation, i.e. it's now an AABB.
- // => Center(0,0,0), Rot(identity)
-
- // The two boxes are in the same space so now we can compare them.
-
- // Create the AABB of (box1 in space of box0)
- const Matrix3x3& mtx = _1in0.mRot;
-
- float f = fabsf(mtx.m[0][0] * mExtents.x) + fabsf(mtx.m[1][0] * mExtents.y) + fabsf(mtx.m[2][0] * mExtents.z) - box.mExtents.x;
- if(f > _1in0.mCenter.x) return FALSE;
- if(-f < _1in0.mCenter.x) return FALSE;
-
- f = fabsf(mtx.m[0][1] * mExtents.x) + fabsf(mtx.m[1][1] * mExtents.y) + fabsf(mtx.m[2][1] * mExtents.z) - box.mExtents.y;
- if(f > _1in0.mCenter.y) return FALSE;
- if(-f < _1in0.mCenter.y) return FALSE;
-
- f = fabsf(mtx.m[0][2] * mExtents.x) + fabsf(mtx.m[1][2] * mExtents.y) + fabsf(mtx.m[2][2] * mExtents.z) - box.mExtents.z;
- if(f > _1in0.mCenter.z) return FALSE;
- if(-f < _1in0.mCenter.z) return FALSE;
-
- return TRUE;
-}
diff --git a/Opcode/Ice/IceOBB.h b/Opcode/Ice/IceOBB.h
deleted file mode 100644
index c55c2d5..0000000
--- a/Opcode/Ice/IceOBB.h
+++ /dev/null
@@ -1,177 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains OBB-related code. (oriented bounding box)
- * \file IceOBB.h
- * \author Pierre Terdiman
- * \date January, 13, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEOBB_H__
-#define __ICEOBB_H__
-
- // Forward declarations
- class LSS;
-
- class ICEMATHS_API OBB
- {
- public:
- //! Constructor
- inline_ OBB() {}
- //! Constructor
- inline_ OBB(const IcePoint& center, const IcePoint& extents, const Matrix3x3& rot) : mCenter(center), mExtents(extents), mRot(rot) {}
- //! Destructor
- inline_ ~OBB() {}
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Setups an empty OBB.
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void SetEmpty()
- {
- mCenter.Zero();
- mExtents.Set(MIN_FLOAT, MIN_FLOAT, MIN_FLOAT);
- mRot.Identity();
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Tests if a IcePoint is contained within the OBB.
- * \param p [in] the world IcePoint to test
- * \return true if inside the OBB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool ContainsPoint(const IcePoint& p) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Builds an OBB from an AABB and a world transform.
- * \param aabb [in] the aabb
- * \param mat [in] the world transform
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void Create(const AABB& aabb, const Matrix4x4& mat);
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Recomputes the OBB after an arbitrary transform by a 4x4 matrix.
- * \param mtx [in] the transform matrix
- * \param obb [out] the transformed OBB
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void Rotate(const Matrix4x4& mtx, OBB& obb) const
- {
- // The extents remain constant
- obb.mExtents = mExtents;
- // The center gets x-formed
- obb.mCenter = mCenter * mtx;
- // Combine rotations
- obb.mRot = mRot * Matrix3x3(mtx);
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks the OBB is valid.
- * \return true if the box is valid
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ BOOL IsValid() const
- {
- // Consistency condition for (Center, Extents) boxes: Extents >= 0.0f
- if(mExtents.x < 0.0f) return FALSE;
- if(mExtents.y < 0.0f) return FALSE;
- if(mExtents.z < 0.0f) return FALSE;
- return TRUE;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the obb planes.
- * \param planes [out] 6 box planes
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool ComputePlanes(IcePlane* planes) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes the obb points.
- * \param pts [out] 8 box points
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool ComputePoints(IcePoint* pts) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes vertex normals.
- * \param pts [out] 8 box points
- * \return true if success
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- bool ComputeVertexNormals(IcePoint* pts) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns edges.
- * \return 24 indices (12 edges) indexing the list returned by ComputePoints()
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- const udword* GetEdges() const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns local edge normals.
- * \return edge normals in local space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- const IcePoint* GetLocalEdgeNormals() const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns world edge normal
- * \param edge_index [in] 0 <= edge index < 12
- * \param world_normal [out] edge normal in world space
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void ComputeWorldEdgeNormal(udword edge_index, IcePoint& world_normal) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes an LSS surrounding the OBB.
- * \param lss [out] the LSS
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- void ComputeLSS(LSS& lss) const;
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Checks the OBB is inside another OBB.
- * \param box [in] the other OBB
- * \return TRUE if we're inside the other box
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- BOOL IsInside(const OBB& box) const;
-
- inline_ const IcePoint& GetCenter() const { return mCenter; }
- inline_ const IcePoint& GetExtents() const { return mExtents; }
- inline_ const Matrix3x3& GetRot() const { return mRot; }
-
- inline_ void GetRotatedExtents(Matrix3x3& extents) const
- {
- extents = mRot;
- extents.Scale(mExtents);
- }
-
- IcePoint mCenter; //!< B for Box
- IcePoint mExtents; //!< B for Bounding
- Matrix3x3 mRot; //!< O for Oriented
-
- // Orientation is stored in row-major format,
- // i.e. rows = eigen vectors of the covariance matrix
- };
-
-#endif // __ICEOBB_H__
diff --git a/Opcode/Ice/IcePairs.h b/Opcode/Ice/IcePairs.h
deleted file mode 100644
index 2c09b92..0000000
--- a/Opcode/Ice/IcePairs.h
+++ /dev/null
@@ -1,45 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a simple pair class.
- * \file IcePairs.h
- * \author Pierre Terdiman
- * \date January, 13, 2003
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEPAIRS_H__
-#define __ICEPAIRS_H__
-
- //! A generic couple structure
- struct ICECORE_API Pair
- {
- inline_ Pair() {}
- inline_ Pair(udword i0, udword i1) : id0(i0), id1(i1) {}
-
- udword id0; //!< First index of the pair
- udword id1; //!< Second index of the pair
- };
-
- class ICECORE_API Pairs : private Container
- {
- public:
- // Constructor / Destructor
- Pairs() {}
- ~Pairs() {}
-
- inline_ udword GetNbPairs() const { return GetNbEntries()>>1; }
- inline_ const Pair* GetPairs() const { return (const Pair*)GetEntries(); }
- inline_ const Pair* GetPair(udword i) const { return (const Pair*)&GetEntries()[i+i]; }
-
- inline_ BOOL HasPairs() const { return IsNotEmpty(); }
-
- inline_ void ResetPairs() { Reset(); }
- inline_ void DeleteLastPair() { DeleteLastEntry(); DeleteLastEntry(); }
-
- inline_ void AddPair(const Pair& p) { Add(p.id0).Add(p.id1); }
- inline_ void AddPair(udword id0, udword id1) { Add(id0).Add(id1); }
- };
-
-#endif // __ICEPAIRS_H__
diff --git a/Opcode/Ice/IcePlane.cpp b/Opcode/Ice/IcePlane.cpp
deleted file mode 100644
index f198843..0000000
--- a/Opcode/Ice/IcePlane.cpp
+++ /dev/null
@@ -1,45 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for planes.
- * \file IcePlane.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * IcePlane class.
- * \class IcePlane
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the plane equation from 3 points.
- * \param p0 [in] first IcePoint
- * \param p1 [in] second IcePoint
- * \param p2 [in] third IcePoint
- * \return Self-reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-IcePlane& IcePlane::Set(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2)
-{
- IcePoint Edge0 = p1 - p0;
- IcePoint Edge1 = p2 - p0;
-
- n = Edge0 ^ Edge1;
- n.Normalize();
-
- d = -(p0 | n);
-
- return *this;
-}
diff --git a/Opcode/Ice/IcePlane.h b/Opcode/Ice/IcePlane.h
deleted file mode 100644
index 5c93b90..0000000
--- a/Opcode/Ice/IcePlane.h
+++ /dev/null
@@ -1,113 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for planes.
- * \file IcePlane.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEPLANE_H__
-#define __ICEPLANE_H__
-
- #define PLANE_EPSILON (1.0e-7f)
-
- class ICEMATHS_API IcePlane
- {
- public:
- //! Constructor
- inline_ IcePlane() { }
- //! Constructor from a normal and a distance
- inline_ IcePlane(float nx, float ny, float nz, float d) { Set(nx, ny, nz, d); }
- //! Constructor from a point on the plane and a normal
- inline_ IcePlane(const IcePoint& p, const IcePoint& n) { Set(p, n); }
- //! Constructor from three points
- inline_ IcePlane(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2) { Set(p0, p1, p2); }
- //! Constructor from a normal and a distance
- inline_ IcePlane(const IcePoint& _n, float _d) { n = _n; d = _d; }
- //! Copy constructor
- inline_ IcePlane(const IcePlane& plane) : n(plane.n), d(plane.d) { }
- //! Destructor
- inline_ ~IcePlane() { }
-
- inline_ IcePlane& Zero() { n.Zero(); d = 0.0f; return *this; }
- inline_ IcePlane& Set(float nx, float ny, float nz, float _d) { n.Set(nx, ny, nz); d = _d; return *this; }
- inline_ IcePlane& Set(const IcePoint& p, const IcePoint& _n) { n = _n; d = - p | _n; return *this; }
- IcePlane& Set(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2);
-
- inline_ float Distance(const IcePoint& p) const { return (p | n) + d; }
- inline_ bool Belongs(const IcePoint& p) const { return fabsf(Distance(p)) < PLANE_EPSILON; }
-
- inline_ void Normalize()
- {
- float Denom = 1.0f / n.Magnitude();
- n.x *= Denom;
- n.y *= Denom;
- n.z *= Denom;
- d *= Denom;
- }
- public:
- // Members
- IcePoint n; //!< The normal to the plane
- float d; //!< The distance from the origin
-
- // Cast operators
- inline_ operator IcePoint() const { return n; }
- inline_ operator HPoint() const { return HPoint(n, d); }
-
- // Arithmetic operators
- inline_ IcePlane operator*(const Matrix4x4& m) const
- {
- // Old code from Irion. Kept for reference.
- IcePlane Ret(*this);
- return Ret *= m;
- }
-
- inline_ IcePlane& operator*=(const Matrix4x4& m)
- {
- // Old code from Irion. Kept for reference.
- IcePoint n2 = HPoint(n, 0.0f) * m;
- d = -((IcePoint) (HPoint( -d*n, 1.0f ) * m) | n2);
- n = n2;
- return *this;
- }
- };
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Transforms a plane by a 4x4 matrix. Same as IcePlane * Matrix4x4 operator, but faster.
- * \param transformed [out] transformed plane
- * \param plane [in] source plane
- * \param transform [in] transform matrix
- * \warning the plane normal must be unit-length
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void TransformPlane(IcePlane& transformed, const IcePlane& plane, const Matrix4x4& transform)
- {
- // Rotate the normal using the rotation part of the 4x4 matrix
- transformed.n = plane.n * Matrix3x3(transform);
-
- // Compute new d
- transformed.d = plane.d - (IcePoint(transform.GetTrans())|transformed.n);
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Transforms a plane by a 4x4 matrix. Same as IcePlane * Matrix4x4 operator, but faster.
- * \param plane [in/out] source plane (transformed on return)
- * \param transform [in] transform matrix
- * \warning the plane normal must be unit-length
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void TransformPlane(IcePlane& plane, const Matrix4x4& transform)
- {
- // Rotate the normal using the rotation part of the 4x4 matrix
- plane.n *= Matrix3x3(transform);
-
- // Compute new d
- plane.d -= IcePoint(transform.GetTrans())|plane.n;
- }
-
-#endif // __ICEPLANE_H__
diff --git a/Opcode/Ice/IcePoint.cpp b/Opcode/Ice/IcePoint.cpp
deleted file mode 100644
index 616b08c..0000000
--- a/Opcode/Ice/IcePoint.cpp
+++ /dev/null
@@ -1,193 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 3D vectors.
- * \file IcePoint.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * 3D point.
- *
- * The name is "Point" instead of "Vector" since a vector is N-dimensional, whereas a point is an implicit "vector of dimension 3".
- * So the choice was between "Point" and "Vector3", the first one looked better (IMHO).
- *
- * Some people, then, use a typedef to handle both points & vectors using the same class: typedef Point Vector3;
- * This is bad since it opens the door to a lot of confusion while reading the code. I know it may sounds weird but check this out:
- *
- * \code
- * Point P0,P1 = some 3D points;
- * Point Delta = P1 - P0;
- * \endcode
- *
- * This compiles fine, although you should have written:
- *
- * \code
- * Point P0,P1 = some 3D points;
- * Vector3 Delta = P1 - P0;
- * \endcode
- *
- * Subtle things like this are not caught at compile-time, and when you find one in the code, you never know whether it's a mistake
- * from the author or something you don't get.
- *
- * One way to handle it at compile-time would be to use different classes for Point & Vector3, only overloading operator "-" for vectors.
- * But then, you get a lot of redundant code in thoses classes, and basically it's really a lot of useless work.
- *
- * Another way would be to use homogeneous points: w=1 for points, w=0 for vectors. That's why the HPoint class exists. Now, to store
- * your model's vertices and in most cases, you really want to use Points to save ram.
- *
- * \class Point
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Creates a positive unit random vector.
- * \return Self-reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-IcePoint& IcePoint::PositiveUnitRandomVector()
-{
- x = UnitRandomFloat();
- y = UnitRandomFloat();
- z = UnitRandomFloat();
- Normalize();
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Creates a unit random vector.
- * \return Self-reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-IcePoint& IcePoint::UnitRandomVector()
-{
- x = UnitRandomFloat() - 0.5f;
- y = UnitRandomFloat() - 0.5f;
- z = UnitRandomFloat() - 0.5f;
- Normalize();
- return *this;
-}
-
-// Cast operator
-// WARNING: not inlined
-IcePoint::operator HPoint() const { return HPoint(x, y, z, 0.0f); }
-
-IcePoint& IcePoint::Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted)
-{
- // IcePoint EyePt = eye position
- // IcePoint p = current vertex
- // IcePoint n = vertex normal
- // IcePoint rv = refracted vector
- // Eye vector - doesn't need to be normalized
- IcePoint Env;
- Env.x = eye.x - x;
- Env.y = eye.y - y;
- Env.z = eye.z - z;
-
- float NDotE = n|Env;
- float NDotN = n|n;
- NDotE /= refractindex;
-
- // Refracted vector
- refracted = n*NDotE - Env*NDotN;
-
- return *this;
-}
-
-IcePoint& IcePoint::ProjectToPlane(const IcePlane& p)
-{
- *this-= (p.d + (*this|p.n))*p.n;
- return *this;
-}
-
-void IcePoint::ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const
-{
- projected = HPoint(x, y, z, 1.0f) * mat;
- projected.w = 1.0f / projected.w;
-
- projected.x*=projected.w;
- projected.y*=projected.w;
- projected.z*=projected.w;
-
- projected.x *= halfrenderwidth; projected.x += halfrenderwidth;
- projected.y *= -halfrenderheight; projected.y += halfrenderheight;
-}
-
-void IcePoint::SetNotUsed()
-{
- // We use a particular integer pattern : 0xffffffff everywhere. This is a NAN.
- IR(x) = 0xffffffff;
- IR(y) = 0xffffffff;
- IR(z) = 0xffffffff;
-}
-
-BOOL IcePoint::IsNotUsed() const
-{
- if(IR(x)!=0xffffffff) return FALSE;
- if(IR(y)!=0xffffffff) return FALSE;
- if(IR(z)!=0xffffffff) return FALSE;
- return TRUE;
-}
-
-IcePoint& IcePoint::Mult(const Matrix3x3& mat, const IcePoint& a)
-{
- x = a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
- y = a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
- z = a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
- return *this;
-}
-
-IcePoint& IcePoint::Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2)
-{
- x = a1.x * mat1.m[0][0] + a1.y * mat1.m[0][1] + a1.z * mat1.m[0][2] + a2.x * mat2.m[0][0] + a2.y * mat2.m[0][1] + a2.z * mat2.m[0][2];
- y = a1.x * mat1.m[1][0] + a1.y * mat1.m[1][1] + a1.z * mat1.m[1][2] + a2.x * mat2.m[1][0] + a2.y * mat2.m[1][1] + a2.z * mat2.m[1][2];
- z = a1.x * mat1.m[2][0] + a1.y * mat1.m[2][1] + a1.z * mat1.m[2][2] + a2.x * mat2.m[2][0] + a2.y * mat2.m[2][1] + a2.z * mat2.m[2][2];
- return *this;
-}
-
-IcePoint& IcePoint::Mac(const Matrix3x3& mat, const IcePoint& a)
-{
- x += a.x * mat.m[0][0] + a.y * mat.m[0][1] + a.z * mat.m[0][2];
- y += a.x * mat.m[1][0] + a.y * mat.m[1][1] + a.z * mat.m[1][2];
- z += a.x * mat.m[2][0] + a.y * mat.m[2][1] + a.z * mat.m[2][2];
- return *this;
-}
-
-IcePoint& IcePoint::TransMult(const Matrix3x3& mat, const IcePoint& a)
-{
- x = a.x * mat.m[0][0] + a.y * mat.m[1][0] + a.z * mat.m[2][0];
- y = a.x * mat.m[0][1] + a.y * mat.m[1][1] + a.z * mat.m[2][1];
- z = a.x * mat.m[0][2] + a.y * mat.m[1][2] + a.z * mat.m[2][2];
- return *this;
-}
-
-IcePoint& IcePoint::Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos)
-{
- x = r.x * rotpos.m[0][0] + r.y * rotpos.m[0][1] + r.z * rotpos.m[0][2] + linpos.x;
- y = r.x * rotpos.m[1][0] + r.y * rotpos.m[1][1] + r.z * rotpos.m[1][2] + linpos.y;
- z = r.x * rotpos.m[2][0] + r.y * rotpos.m[2][1] + r.z * rotpos.m[2][2] + linpos.z;
- return *this;
-}
-
-IcePoint& IcePoint::InvTransform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos)
-{
- float sx = r.x - linpos.x;
- float sy = r.y - linpos.y;
- float sz = r.z - linpos.z;
- x = sx * rotpos.m[0][0] + sy * rotpos.m[1][0] + sz * rotpos.m[2][0];
- y = sx * rotpos.m[0][1] + sy * rotpos.m[1][1] + sz * rotpos.m[2][1];
- z = sx * rotpos.m[0][2] + sy * rotpos.m[1][2] + sz * rotpos.m[2][2];
- return *this;
-}
diff --git a/Opcode/Ice/IcePoint.h b/Opcode/Ice/IcePoint.h
deleted file mode 100644
index 2ca1801..0000000
--- a/Opcode/Ice/IcePoint.h
+++ /dev/null
@@ -1,528 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for 3D vectors.
- * \file IcePoint.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEPOINT_H__
-#define __ICEPOINT_H__
-
- // Forward declarations
- class HPoint;
- class IcePlane;
- class Matrix3x3;
- class Matrix4x4;
-
- #define CROSS2D(a, b) (a.x*b.y - b.x*a.y)
-
- const float EPSILON2 = 1.0e-20f;
-
- class ICEMATHS_API IcePoint
- {
- public:
-
- //! Empty constructor
- inline_ IcePoint() {}
- //! Constructor from a single float
-// inline_ Point(float val) : x(val), y(val), z(val) {}
-// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
- //! Constructor from floats
- inline_ IcePoint(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
- //! Constructor from array
- inline_ IcePoint(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z]) {}
- //! Copy constructor
- inline_ IcePoint(const IcePoint& p) : x(p.x), y(p.y), z(p.z) {}
- //! Destructor
- inline_ ~IcePoint() {}
-
- //! Clears the vector
- inline_ IcePoint& Zero() { x = y = z = 0.0f; return *this; }
-
- //! + infinity
- inline_ IcePoint& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
- //! - infinity
- inline_ IcePoint& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
-
- //! Sets positive unit random vector
- IcePoint& PositiveUnitRandomVector();
- //! Sets unit random vector
- IcePoint& UnitRandomVector();
-
- //! Assignment from values
- inline_ IcePoint& Set(float _x, float _y, float _z) { x = _x; y = _y; z = _z; return *this; }
- //! Assignment from array
- inline_ IcePoint& Set(const float f[3]) { x = f[_X]; y = f[_Y]; z = f[_Z]; return *this; }
- //! Assignment from another point
- inline_ IcePoint& Set(const IcePoint& src) { x = src.x; y = src.y; z = src.z; return *this; }
-
- //! Adds a vector
- inline_ IcePoint& Add(const IcePoint& p) { x += p.x; y += p.y; z += p.z; return *this; }
- //! Adds a vector
- inline_ IcePoint& Add(float _x, float _y, float _z) { x += _x; y += _y; z += _z; return *this; }
- //! Adds a vector
- inline_ IcePoint& Add(const float f[3]) { x += f[_X]; y += f[_Y]; z += f[_Z]; return *this; }
- //! Adds vectors
- inline_ IcePoint& Add(const IcePoint& p, const IcePoint& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; }
-
- //! Subtracts a vector
- inline_ IcePoint& Sub(const IcePoint& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
- //! Subtracts a vector
- inline_ IcePoint& Sub(float _x, float _y, float _z) { x -= _x; y -= _y; z -= _z; return *this; }
- //! Subtracts a vector
- inline_ IcePoint& Sub(const float f[3]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; return *this; }
- //! Subtracts vectors
- inline_ IcePoint& Sub(const IcePoint& p, const IcePoint& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; }
-
- //! this = -this
- inline_ IcePoint& Neg() { x = -x; y = -y; z = -z; return *this; }
- //! this = -a
- inline_ IcePoint& Neg(const IcePoint& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
-
- //! Multiplies by a scalar
- inline_ IcePoint& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
-
- //! this = a * scalar
- inline_ IcePoint& Mult(const IcePoint& a, float scalar)
- {
- x = a.x * scalar;
- y = a.y * scalar;
- z = a.z * scalar;
- return *this;
- }
-
- //! this = a + b * scalar
- inline_ IcePoint& Mac(const IcePoint& a, const IcePoint& b, float scalar)
- {
- x = a.x + b.x * scalar;
- y = a.y + b.y * scalar;
- z = a.z + b.z * scalar;
- return *this;
- }
-
- //! this = this + a * scalar
- inline_ IcePoint& Mac(const IcePoint& a, float scalar)
- {
- x += a.x * scalar;
- y += a.y * scalar;
- z += a.z * scalar;
- return *this;
- }
-
- //! this = a - b * scalar
- inline_ IcePoint& Msc(const IcePoint& a, const IcePoint& b, float scalar)
- {
- x = a.x - b.x * scalar;
- y = a.y - b.y * scalar;
- z = a.z - b.z * scalar;
- return *this;
- }
-
- //! this = this - a * scalar
- inline_ IcePoint& Msc(const IcePoint& a, float scalar)
- {
- x -= a.x * scalar;
- y -= a.y * scalar;
- z -= a.z * scalar;
- return *this;
- }
-
- //! this = a + b * scalarb + c * scalarc
- inline_ IcePoint& Mac2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
- {
- x = a.x + b.x * scalarb + c.x * scalarc;
- y = a.y + b.y * scalarb + c.y * scalarc;
- z = a.z + b.z * scalarb + c.z * scalarc;
- return *this;
- }
-
- //! this = a - b * scalarb - c * scalarc
- inline_ IcePoint& Msc2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
- {
- x = a.x - b.x * scalarb - c.x * scalarc;
- y = a.y - b.y * scalarb - c.y * scalarc;
- z = a.z - b.z * scalarb - c.z * scalarc;
- return *this;
- }
-
- //! this = mat * a
- inline_ IcePoint& Mult(const Matrix3x3& mat, const IcePoint& a);
-
- //! this = mat1 * a1 + mat2 * a2
- inline_ IcePoint& Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2);
-
- //! this = this + mat * a
- inline_ IcePoint& Mac(const Matrix3x3& mat, const IcePoint& a);
-
- //! this = transpose(mat) * a
- inline_ IcePoint& TransMult(const Matrix3x3& mat, const IcePoint& a);
-
- //! Linear interpolate between two vectors: this = a + t * (b - a)
- inline_ IcePoint& Lerp(const IcePoint& a, const IcePoint& b, float t)
- {
- x = a.x + t * (b.x - a.x);
- y = a.y + t * (b.y - a.y);
- z = a.z + t * (b.z - a.z);
- return *this;
- }
-
- //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
- //! this = p0 * (2t^2 - t^3 - t)/2
- //! + p1 * (3t^3 - 5t^2 + 2)/2
- //! + p2 * (4t^2 - 3t^3 + t)/2
- //! + p3 * (t^3 - t^2)/2
- inline_ IcePoint& Herp(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2, const IcePoint& p3, float t)
- {
- float t2 = t * t;
- float t3 = t2 * t;
- float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
- float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
- float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
- float kp3 = (t3 - t2) * 0.5f;
- x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
- y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
- z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
- return *this;
- }
-
- //! this = rotpos * r + linpos
- inline_ IcePoint& Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);
-
- //! this = trans(rotpos) * (r - linpos)
- inline_ IcePoint& InvTransform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);
-
- //! Returns MIN(x, y, z);
- inline_ float Min() const { return MIN(x, MIN(y, z)); }
- //! Returns MAX(x, y, z);
- inline_ float Max() const { return MAX(x, MAX(y, z)); }
- //! Sets each element to be componentwise minimum
- inline_ IcePoint& Min(const IcePoint& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; }
- //! Sets each element to be componentwise maximum
- inline_ IcePoint& Max(const IcePoint& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; }
-
- //! Clamps each element
- inline_ IcePoint& Clamp(float min, float max)
- {
- if(x<min) x=min; if(x>max) x=max;
- if(y<min) y=min; if(y>max) y=max;
- if(z<min) z=min; if(z>max) z=max;
- return *this;
- }
-
- //! Computes square magnitude
- inline_ float SquareMagnitude() const { return x*x + y*y + z*z; }
- //! Computes magnitude
- inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); }
- //! Computes volume
- inline_ float Volume() const { return x * y * z; }
-
- //! Checks the IcePoint is near zero
- inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; }
-
- //! Tests for exact zero vector
- inline_ BOOL IsZero() const
- {
- if(IR(x) || IR(y) || IR(z)) return FALSE;
- return TRUE;
- }
-
- //! Checks IcePoint validity
- inline_ BOOL IsValid() const
- {
- if(!IsValidFloat(x)) return FALSE;
- if(!IsValidFloat(y)) return FALSE;
- if(!IsValidFloat(z)) return FALSE;
- return TRUE;
- }
-
- //! Slighty moves the IcePoint
- void Tweak(udword coord_mask, udword tweak_mask)
- {
- if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); }
- if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); }
- if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); }
- }
-
- #define TWEAKMASK 0x3fffff
- #define TWEAKNOTMASK ~TWEAKMASK
- //! Slighty moves the IcePoint out
- inline_ void TweakBigger()
- {
- udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
- Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
- Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
- }
-
- //! Slighty moves the IcePoint in
- inline_ void TweakSmaller()
- {
- udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
- Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy);
- Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
- }
-
- //! Normalizes the vector
- inline_ IcePoint& Normalize()
- {
- float M = x*x + y*y + z*z;
- if(M)
- {
- M = 1.0f / sqrtf(M);
- x *= M;
- y *= M;
- z *= M;
- }
- return *this;
- }
-
- //! Sets vector length
- inline_ IcePoint& SetLength(float length)
- {
- float NewLength = length / Magnitude();
- x *= NewLength;
- y *= NewLength;
- z *= NewLength;
- return *this;
- }
-
- //! Clamps vector length
- inline_ IcePoint& ClampLength(float limit_length)
- {
- if(limit_length>=0.0f) // Magnitude must be positive
- {
- float CurrentSquareLength = SquareMagnitude();
-
- if(CurrentSquareLength > limit_length * limit_length)
- {
- float Coeff = limit_length / sqrtf(CurrentSquareLength);
- x *= Coeff;
- y *= Coeff;
- z *= Coeff;
- }
- }
- return *this;
- }
-
- //! Computes distance to another IcePoint
- inline_ float Distance(const IcePoint& b) const
- {
- return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
- }
-
- //! Computes square distance to another IcePoint
- inline_ float SquareDistance(const IcePoint& b) const
- {
- return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
- }
-
- //! Dot product dp = this|a
- inline_ float Dot(const IcePoint& p) const { return p.x * x + p.y * y + p.z * z; }
-
- //! Cross product this = a x b
- inline_ IcePoint& Cross(const IcePoint& a, const IcePoint& b)
- {
- x = a.y * b.z - a.z * b.y;
- y = a.z * b.x - a.x * b.z;
- z = a.x * b.y - a.y * b.x;
- return *this;
- }
-
- //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
- inline_ udword VectorCode() const
- {
- return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
- }
-
- //! Returns largest axis
- inline_ PointComponent LargestAxis() const
- {
- const float* Vals = &x;
- PointComponent m = _X;
- if(Vals[_Y] > Vals[m]) m = _Y;
- if(Vals[_Z] > Vals[m]) m = _Z;
- return m;
- }
-
- //! Returns closest axis
- inline_ PointComponent ClosestAxis() const
- {
- const float* Vals = &x;
- PointComponent m = _X;
- if(AIR(Vals[_Y]) > AIR(Vals[m])) m = _Y;
- if(AIR(Vals[_Z]) > AIR(Vals[m])) m = _Z;
- return m;
- }
-
- //! Returns smallest axis
- inline_ PointComponent SmallestAxis() const
- {
- const float* Vals = &x;
- PointComponent m = _X;
- if(Vals[_Y] < Vals[m]) m = _Y;
- if(Vals[_Z] < Vals[m]) m = _Z;
- return m;
- }
-
- //! Refracts the IcePoint
- IcePoint& Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted);
-
- //! Projects the IcePoint onto a plane
- IcePoint& ProjectToPlane(const IcePlane& p);
-
- //! Projects the IcePoint onto the screen
- void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
-
- //! Unfolds the IcePoint onto a plane according to edge(a,b)
- IcePoint& Unfold(IcePlane& p, IcePoint& a, IcePoint& b);
-
- //! Hash function from Ville Miettinen
- inline_ udword GetHashValue() const
- {
- const udword* h = (const udword*)(this);
- udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0
- return (f>>22)^(f>>12)^(f);
- }
-
- //! Stuff magic values in the IcePoint, marking it as explicitely not used.
- void SetNotUsed();
- //! Checks the IcePoint is marked as not used
- BOOL IsNotUsed() const;
-
- // Arithmetic operators
-
- //! Unary operator for IcePoint Negate = - IcePoint
- inline_ IcePoint operator-() const { return IcePoint(-x, -y, -z); }
-
- //! Operator for IcePoint Plus = IcePoint + IcePoint.
- inline_ IcePoint operator+(const IcePoint& p) const { return IcePoint(x + p.x, y + p.y, z + p.z); }
- //! Operator for IcePoint Minus = IcePoint - IcePoint.
- inline_ IcePoint operator-(const IcePoint& p) const { return IcePoint(x - p.x, y - p.y, z - p.z); }
-
- //! Operator for IcePoint Mul = IcePoint * IcePoint.
- inline_ IcePoint operator*(const IcePoint& p) const { return IcePoint(x * p.x, y * p.y, z * p.z); }
- //! Operator for IcePoint Scale = IcePoint * float.
- inline_ IcePoint operator*(float s) const { return IcePoint(x * s, y * s, z * s ); }
- //! Operator for IcePoint Scale = float * IcePoint.
- inline_ friend IcePoint operator*(float s, const IcePoint& p) { return IcePoint(s * p.x, s * p.y, s * p.z); }
-
- //! Operator for IcePoint Div = IcePoint / IcePoint.
- inline_ IcePoint operator/(const IcePoint& p) const { return IcePoint(x / p.x, y / p.y, z / p.z); }
- //! Operator for IcePoint Scale = IcePoint / float.
- inline_ IcePoint operator/(float s) const { s = 1.0f / s; return IcePoint(x * s, y * s, z * s); }
- //! Operator for IcePoint Scale = float / IcePoint.
- inline_ friend IcePoint operator/(float s, const IcePoint& p) { return IcePoint(s / p.x, s / p.y, s / p.z); }
-
- //! Operator for float DotProd = IcePoint | IcePoint.
- inline_ float operator|(const IcePoint& p) const { return x*p.x + y*p.y + z*p.z; }
- //! Operator for IcePoint VecProd = IcePoint ^ IcePoint.
- inline_ IcePoint operator^(const IcePoint& p) const
- {
- return IcePoint(
- y * p.z - z * p.y,
- z * p.x - x * p.z,
- x * p.y - y * p.x );
- }
-
- //! Operator for IcePoint += IcePoint.
- inline_ IcePoint& operator+=(const IcePoint& p) { x += p.x; y += p.y; z += p.z; return *this; }
- //! Operator for IcePoint += float.
- inline_ IcePoint& operator+=(float s) { x += s; y += s; z += s; return *this; }
-
- //! Operator for IcePoint -= IcePoint.
- inline_ IcePoint& operator-=(const IcePoint& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
- //! Operator for IcePoint -= float.
- inline_ IcePoint& operator-=(float s) { x -= s; y -= s; z -= s; return *this; }
-
- //! Operator for IcePoint *= IcePoint.
- inline_ IcePoint& operator*=(const IcePoint& p) { x *= p.x; y *= p.y; z *= p.z; return *this; }
- //! Operator for IcePoint *= float.
- inline_ IcePoint& operator*=(float s) { x *= s; y *= s; z *= s; return *this; }
-
- //! Operator for IcePoint /= IcePoint.
- inline_ IcePoint& operator/=(const IcePoint& p) { x /= p.x; y /= p.y; z /= p.z; return *this; }
- //! Operator for IcePoint /= float.
- inline_ IcePoint& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }
-
- // Logical operators
-
- //! Operator for "if(IcePoint==IcePoint)"
- inline_ bool operator==(const IcePoint& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); }
- //! Operator for "if(IcePoint!=IcePoint)"
- inline_ bool operator!=(const IcePoint& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); }
-
- // Arithmetic operators
-
- //! Operator for IcePoint Mul = IcePoint * Matrix3x3.
- inline_ IcePoint operator*(const Matrix3x3& mat) const
- {
- class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
- const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
-
- return IcePoint(
- x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
- x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
- x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
- }
-
- //! Operator for IcePoint Mul = IcePoint * Matrix4x4.
- inline_ IcePoint operator*(const Matrix4x4& mat) const
- {
- class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
- const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
-
- return IcePoint(
- x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
- x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
- x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
- }
-
- //! Operator for IcePoint *= Matrix3x3.
- inline_ IcePoint& operator*=(const Matrix3x3& mat)
- {
- class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining
- const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
-
- float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
- float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
- float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];
-
- x = xp; y = yp; z = zp;
-
- return *this;
- }
-
- //! Operator for IcePoint *= Matrix4x4.
- inline_ IcePoint& operator*=(const Matrix4x4& mat)
- {
- class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining
- const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
-
- float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
- float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
- float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];
-
- x = xp; y = yp; z = zp;
-
- return *this;
- }
-
- // Cast operators
-
- //! Cast a IcePoint to a HPoint. w is set to zero.
- operator HPoint() const;
-
- inline_ operator const float*() const { return &x; }
- inline_ operator float*() { return &x; }
-
- public:
- float x, y, z;
- };
-
- FUNCTION ICEMATHS_API void Normalize1(IcePoint& a);
- FUNCTION ICEMATHS_API void Normalize2(IcePoint& a);
-
-#endif //__ICEPOINT_H__
diff --git a/Opcode/Ice/IcePreprocessor.h b/Opcode/Ice/IcePreprocessor.h
deleted file mode 100644
index 0aaf8f1..0000000
--- a/Opcode/Ice/IcePreprocessor.h
+++ /dev/null
@@ -1,128 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains preprocessor stuff. This should be the first included header.
- * \file IcePreprocessor.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEPREPROCESSOR_H__
-#define __ICEPREPROCESSOR_H__
-
- // Check platform
- #if defined( _WIN32 ) || defined( WIN32 )
- #pragma message("Compiling on Windows...")
- #define PLATFORM_WINDOWS
- #else
- #pragma message("Compiling on unknown platform...")
- #endif
-
- // Check compiler
- #if defined(_MSC_VER)
- #pragma message("Compiling with VC++...")
- #define COMPILER_VISUAL_CPP
- #else
- #pragma message("Compiling with unknown compiler...")
- #endif
-
- // Check compiler options. If this file is included in user-apps, this
- // shouldn't be needed, so that they can use what they like best.
- #ifndef ICE_DONT_CHECK_COMPILER_OPTIONS
- #ifdef COMPILER_VISUAL_CPP
- #if defined(_CHAR_UNSIGNED)
- #endif
-
- #if defined(_CPPRTTI)
- #error Please disable RTTI...
- #endif
-
- #if defined(_CPPUNWIND)
- #error Please disable exceptions...
- #endif
-
- #if defined(_MT)
- // Multithreading
- #endif
- #endif
- #endif
-
- // Check debug mode
- #ifdef DEBUG // May be defined instead of _DEBUG. Let's fix it.
- #ifndef _DEBUG
- #define _DEBUG
- #endif
- #endif
-
- #ifdef _DEBUG
- // Here you may define items for debug builds
- #endif
-
- #ifndef THIS_FILE
- #define THIS_FILE __FILE__
- #endif
-
- #ifndef ICE_NO_DLL
- #ifdef ICECORE_EXPORTS
- #define ICECORE_API __declspec(dllexport)
- #else
- #define ICECORE_API __declspec(dllimport)
- #endif
- #else
- #define ICECORE_API
- #endif
-
- // Don't override new/delete
-// #define DEFAULT_NEWDELETE
- #define DONT_TRACK_MEMORY_LEAKS
-
- #define FUNCTION extern "C"
-
- // Cosmetic stuff [mainly useful with multiple inheritance]
- #define override(base_class) virtual
-
- // Our own inline keyword, so that:
- // - we can switch to __forceinline to check it's really better or not
- // - we can remove __forceinline if the compiler doesn't support it
-// #define inline_ __forceinline
-// #define inline_ inline
-
- // Contributed by Bruce Mitchener
- #if defined(COMPILER_VISUAL_CPP)
- #define inline_ __forceinline
-// #define inline_ inline
- #elif defined(__GNUC__) && __GNUC__ < 3
- #define inline_ inline
- #elif defined(__GNUC__)
- #define inline_ inline __attribute__ ((always_inline))
- #else
- #define inline_ inline
- #endif
-
- // Down the hatch
- #pragma inline_depth( 255 )
-
- #ifdef COMPILER_VISUAL_CPP
- #pragma intrinsic(memcmp)
- #pragma intrinsic(memcpy)
- #pragma intrinsic(memset)
- #pragma intrinsic(strcat)
- #pragma intrinsic(strcmp)
- #pragma intrinsic(strcpy)
- #pragma intrinsic(strlen)
- #pragma intrinsic(abs)
- #pragma intrinsic(labs)
- #endif
-
- // ANSI compliance
- #ifdef _DEBUG
- // Remove painful warning in debug
- inline_ bool __False__(){ return false; }
- #define for if(__False__()){} else for
- #else
- #define for if(0){} else for
- #endif
-
-#endif // __ICEPREPROCESSOR_H__
diff --git a/Opcode/Ice/IceRandom.cpp b/Opcode/Ice/IceRandom.cpp
deleted file mode 100644
index 305721d..0000000
--- a/Opcode/Ice/IceRandom.cpp
+++ /dev/null
@@ -1,35 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for random generators.
- * \file IceRandom.cpp
- * \author Pierre Terdiman
- * \date August, 9, 2001
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceCore;
-
-void IceCore:: SRand(udword seed)
-{
- srand(seed);
-}
-
-udword IceCore::Rand()
-{
- return rand();
-}
-
-
-static BasicRandom gRandomGenerator(42);
-
-udword IceCore::GetRandomIndex(udword max_index)
-{
- // We don't use rand() since it's limited to RAND_MAX
- udword Index = gRandomGenerator.Randomize();
- return Index % max_index;
-}
-
diff --git a/Opcode/Ice/IceRandom.h b/Opcode/Ice/IceRandom.h
deleted file mode 100644
index 3170b33..0000000
--- a/Opcode/Ice/IceRandom.h
+++ /dev/null
@@ -1,42 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for random generators.
- * \file IceRandom.h
- * \author Pierre Terdiman
- * \date August, 9, 2001
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICERANDOM_H__
-#define __ICERANDOM_H__
-
- FUNCTION ICECORE_API void SRand(udword seed);
- FUNCTION ICECORE_API udword Rand();
-
- //! Returns a unit random floating-point value
- inline_ float UnitRandomFloat() { return float(Rand()) * ONE_OVER_RAND_MAX; }
-
- //! Returns a random index so that 0<= index < max_index
- ICECORE_API udword GetRandomIndex(udword max_index);
-
- class ICECORE_API BasicRandom
- {
- public:
-
- //! Constructor
- inline_ BasicRandom(udword seed=0) : mRnd(seed) {}
- //! Destructor
- inline_ ~BasicRandom() {}
-
- inline_ void SetSeed(udword seed) { mRnd = seed; }
- inline_ udword GetCurrentValue() const { return mRnd; }
- inline_ udword Randomize() { mRnd = mRnd * 2147001325 + 715136305; return mRnd; }
-
- private:
- udword mRnd;
- };
-
-#endif // __ICERANDOM_H__
-
diff --git a/Opcode/Ice/IceRay.cpp b/Opcode/Ice/IceRay.cpp
deleted file mode 100644
index d7c617a..0000000
--- a/Opcode/Ice/IceRay.cpp
+++ /dev/null
@@ -1,84 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for rays.
- * \file IceRay.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Ray class.
- * A ray is a half-line P(t) = mOrig + mDir * t, with 0 <= t <= +infinity
- * \class Ray
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-/*
- O = Origin = impact IcePoint
- i = normalized vector along the x axis
- j = normalized vector along the y axis = actually the normal vector in O
- D = Direction vector, norm |D| = 1
- N = Projection of D on y axis, norm |N| = normal reaction
- T = Projection of D on x axis, norm |T| = tangential reaction
- R = Reflexion vector
-
- ^y
- |
- |
- |
- _ _ _| _ _ _
- * * *|
- \ | /
- \ |N / |
- R\ | /D
- \ | / |
- \ | /
- _________\|/______*_______>x
- O T
-
- Let define theta = angle between D and N. Then cos(theta) = |N| / |D| = |N| since D is normalized.
-
- j|D = |j|*|D|*cos(theta) => |N| = j|D
-
- Then we simply have:
-
- D = N + T
-
- To compute tangential reaction :
-
- T = D - N
-
- To compute reflexion vector :
-
- R = N - T = N - (D-N) = 2*N - D
-*/
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-float Ray::SquareDistance(const IcePoint& Point, float* t) const
-{
- IcePoint Diff = Point - mOrig;
- float fT = Diff | mDir;
-
- if(fT<=0.0f)
- {
- fT = 0.0f;
- }
- else
- {
- fT /= mDir.SquareMagnitude();
- Diff -= fT*mDir;
- }
-
- if(t) *t = fT;
-
- return Diff.SquareMagnitude();
-}
diff --git a/Opcode/Ice/IceRay.h b/Opcode/Ice/IceRay.h
deleted file mode 100644
index 4c0d6d9..0000000
--- a/Opcode/Ice/IceRay.h
+++ /dev/null
@@ -1,98 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for rays.
- * \file IceRay.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICERAY_H__
-#define __ICERAY_H__
-
- class ICEMATHS_API Ray
- {
- public:
- //! Constructor
- inline_ Ray() {}
- //! Constructor
- inline_ Ray(const IcePoint& orig, const IcePoint& dir) : mOrig(orig), mDir(dir) {}
- //! Copy constructor
- inline_ Ray(const Ray& ray) : mOrig(ray.mOrig), mDir(ray.mDir) {}
- //! Destructor
- inline_ ~Ray() {}
-
- float SquareDistance(const IcePoint& point, float* t=null) const;
- inline_ float Distance(const IcePoint& point, float* t=null) const { return sqrtf(SquareDistance(point, t)); }
-
- IcePoint mOrig; //!< Ray origin
- IcePoint mDir; //!< Normalized direction
- };
-
- inline_ void ComputeReflexionVector(IcePoint& reflected, const IcePoint& incoming_dir, const IcePoint& outward_normal)
- {
- reflected = incoming_dir - outward_normal * 2.0f * (incoming_dir|outward_normal);
- }
-
- inline_ void ComputeReflexionVector(IcePoint& reflected, const IcePoint& source, const IcePoint& impact, const IcePoint& normal)
- {
- IcePoint V = impact - source;
- reflected = V - normal * 2.0f * (V|normal);
- }
-
- inline_ void DecomposeVector(IcePoint& normal_compo, IcePoint& tangent_compo, const IcePoint& outward_dir, const IcePoint& outward_normal)
- {
- normal_compo = outward_normal * (outward_dir|outward_normal);
- tangent_compo = outward_dir - normal_compo;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Transforms a direction vector from world space to local space
- * \param local_dir [out] direction vector in local space
- * \param world_dir [in] direction vector in world space
- * \param world [in] world transform
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void ComputeLocalDirection(IcePoint& local_dir, const IcePoint& world_dir, const Matrix4x4& world)
- {
- // Get world direction back in local space
-// Matrix3x3 InvWorld = world;
-// local_dir = InvWorld * world_dir;
- local_dir = Matrix3x3(world) * world_dir;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Transforms a position vector from world space to local space
- * \param local_pt [out] position vector in local space
- * \param world_pt [in] position vector in world space
- * \param world [in] world transform
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void ComputeLocalPoint(IcePoint& local_pt, const IcePoint& world_pt, const Matrix4x4& world)
- {
- // Get world vertex back in local space
- Matrix4x4 InvWorld = world;
- InvWorld.Invert();
- local_pt = world_pt * InvWorld;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Transforms a ray from world space to local space
- * \param local_ray [out] ray in local space
- * \param world_ray [in] ray in world space
- * \param world [in] world transform
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void ComputeLocalRay(Ray& local_ray, const Ray& world_ray, const Matrix4x4& world)
- {
- // Get world ray back in local space
- ComputeLocalDirection(local_ray.mDir, world_ray.mDir, world);
- ComputeLocalPoint(local_ray.mOrig, world_ray.mOrig, world);
- }
-
-#endif // __ICERAY_H__
diff --git a/Opcode/Ice/IceRevisitedRadix.cpp b/Opcode/Ice/IceRevisitedRadix.cpp
deleted file mode 100644
index b654995..0000000
--- a/Opcode/Ice/IceRevisitedRadix.cpp
+++ /dev/null
@@ -1,520 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains source code from the article "Radix Sort Revisited".
- * \file IceRevisitedRadix.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Revisited Radix Sort.
- * This is my new radix routine:
- * - it uses indices and doesn't recopy the values anymore, hence wasting less ram
- * - it creates all the histograms in one run instead of four
- * - it sorts words faster than dwords and bytes faster than words
- * - it correctly sorts negative floating-point values by patching the offsets
- * - it automatically takes advantage of temporal coherence
- * - multiple keys support is a side effect of temporal coherence
- * - it may be worth recoding in asm... (mainly to use FCOMI, FCMOV, etc) [it's probably memory-bound anyway]
- *
- * History:
- * - 08.15.98: very first version
- * - 04.04.00: recoded for the radix article
- * - 12.xx.00: code lifting
- * - 09.18.01: faster CHECK_PASS_VALIDITY thanks to Mark D. Shattuck (who provided other tips, not included here)
- * - 10.11.01: added local ram support
- * - 01.20.02: bugfix! In very particular cases the last pass was skipped in the float code-path, leading to incorrect sorting......
- * - 01.02.02: - "mIndices" renamed => "mRanks". That's a rank sorter after all.
- * - ranks are not "reset" anymore, but implicit on first calls
- * - 07.05.02: - offsets rewritten with one less indirection.
- * - 11.03.02: - "bool" replaced with RadixHint enum
- *
- * \class RadixSort
- * \author Pierre Terdiman
- * \version 1.4
- * \date August, 15, 1998
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-/*
-To do:
- - add an offset parameter between two input values (avoid some data recopy sometimes)
- - unroll ? asm ?
- - 11 bits trick & 3 passes as Michael did
- - prefetch stuff the day I have a P3
- - make a version with 16-bits indices ?
-*/
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceCore;
-
-#define INVALIDATE_RANKS mCurrentSize|=0x80000000
-#define VALIDATE_RANKS mCurrentSize&=0x7fffffff
-#define CURRENT_SIZE (mCurrentSize&0x7fffffff)
-#define INVALID_RANKS (mCurrentSize&0x80000000)
-
-#define CHECK_RESIZE(n) \
- if(n!=mPreviousSize) \
- { \
- if(n>mCurrentSize) Resize(n); \
- else ResetRanks(); \
- mPreviousSize = n; \
- }
-
-#define CREATE_HISTOGRAMS(type, buffer) \
- /* Clear counters/histograms */ \
- ZeroMemory(mHistogram, 256*4*sizeof(udword)); \
- \
- /* Prepare to count */ \
- ubyte* p = (ubyte*)input; \
- ubyte* pe = &p[nb*4]; \
- udword* h0= &mHistogram[0]; /* Histogram for first pass (LSB) */ \
- udword* h1= &mHistogram[256]; /* Histogram for second pass */ \
- udword* h2= &mHistogram[512]; /* Histogram for third pass */ \
- udword* h3= &mHistogram[768]; /* Histogram for last pass (MSB) */ \
- \
- bool AlreadySorted = true; /* Optimism... */ \
- \
- if(INVALID_RANKS) \
- { \
- /* Prepare for temporal coherence */ \
- type* Running = (type*)buffer; \
- type PrevVal = *Running; \
- \
- while(p!=pe) \
- { \
- /* Read input buffer in previous sorted order */ \
- type Val = *Running++; \
- /* Check whether already sorted or not */ \
- if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
- /* Update for next iteration */ \
- PrevVal = Val; \
- \
- /* Create histograms */ \
- h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
- } \
- \
- /* If all input values are already sorted, we just have to return and leave the */ \
- /* previous list unchanged. That way the routine may take advantage of temporal */ \
- /* coherence, for example when used to sort transparent faces. */ \
- if(AlreadySorted) \
- { \
- mNbHits++; \
- for(udword i=0;i<nb;i++) mRanks[i] = i; \
- return *this; \
- } \
- } \
- else \
- { \
- /* Prepare for temporal coherence */ \
- udword* Indices = mRanks; \
- type PrevVal = (type)buffer[*Indices]; \
- \
- while(p!=pe) \
- { \
- /* Read input buffer in previous sorted order */ \
- type Val = (type)buffer[*Indices++]; \
- /* Check whether already sorted or not */ \
- if(Val<PrevVal) { AlreadySorted = false; break; } /* Early out */ \
- /* Update for next iteration */ \
- PrevVal = Val; \
- \
- /* Create histograms */ \
- h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
- } \
- \
- /* If all input values are already sorted, we just have to return and leave the */ \
- /* previous list unchanged. That way the routine may take advantage of temporal */ \
- /* coherence, for example when used to sort transparent faces. */ \
- if(AlreadySorted) { mNbHits++; return *this; } \
- } \
- \
- /* Else there has been an early out and we must finish computing the histograms */ \
- while(p!=pe) \
- { \
- /* Create histograms without the previous overhead */ \
- h0[*p++]++; h1[*p++]++; h2[*p++]++; h3[*p++]++; \
- }
-
-#define CHECK_PASS_VALIDITY(pass) \
- /* Shortcut to current counters */ \
- udword* CurCount = &mHistogram[pass<<8]; \
- \
- /* Reset flag. The sorting pass is supposed to be performed. (default) */ \
- bool PerformPass = true; \
- \
- /* Check pass validity */ \
- \
- /* If all values have the same byte, sorting is useless. */ \
- /* It may happen when sorting bytes or words instead of dwords. */ \
- /* This routine actually sorts words faster than dwords, and bytes */ \
- /* faster than words. Standard running time (O(4*n))is reduced to O(2*n) */ \
- /* for words and O(n) for bytes. Running time for floats depends on actual values... */ \
- \
- /* Get first byte */ \
- ubyte UniqueVal = *(((ubyte*)input)+pass); \
- \
- /* Check that byte's counter */ \
- if(CurCount[UniqueVal]==nb) PerformPass=false;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Constructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-RadixSort::RadixSort() : mRanks(null), mRanks2(null), mCurrentSize(0), mTotalCalls(0), mNbHits(0)
-{
-#ifndef RADIX_LOCAL_RAM
- // Allocate input-independent ram
- mHistogram = new udword[256*4];
- mOffset = new udword[256];
-#endif
- // Initialize indices
- INVALIDATE_RANKS;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Destructor.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-RadixSort::~RadixSort()
-{
- // Release everything
-#ifndef RADIX_LOCAL_RAM
- DELETEARRAY(mOffset);
- DELETEARRAY(mHistogram);
-#endif
- DELETEARRAY(mRanks2);
- DELETEARRAY(mRanks);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Resizes the inner lists.
- * \param nb [in] new size (number of dwords)
- * \return true if success
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-bool RadixSort::Resize(udword nb)
-{
- // Free previously used ram
- DELETEARRAY(mRanks2);
- DELETEARRAY(mRanks);
-
- // Get some fresh one
- mRanks = new udword[nb]; CHECKALLOC(mRanks);
- mRanks2 = new udword[nb]; CHECKALLOC(mRanks2);
-
- return true;
-}
-
-inline_ void RadixSort::CheckResize(udword nb)
-{
- udword CurSize = CURRENT_SIZE;
- if(nb!=CurSize)
- {
- if(nb>CurSize) Resize(nb);
- mCurrentSize = nb;
- INVALIDATE_RANKS;
- }
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Main sort routine.
- * This one is for integer values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
- * \param input [in] a list of integer values to sort
- * \param nb [in] number of values to sort, must be < 2^31
- * \param hint [in] RADIX_SIGNED to handle negative values, RADIX_UNSIGNED if you know your input buffer only contains positive values
- * \return Self-Reference
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-RadixSort& RadixSort::Sort(const udword* input, udword nb, RadixHint hint)
-{
- // Checkings
- if(!input || !nb || nb&0x80000000) return *this;
-
- // Stats
- mTotalCalls++;
-
- // Resize lists if needed
- CheckResize(nb);
-
-#ifdef RADIX_LOCAL_RAM
- // Allocate histograms & offsets on the stack
- udword mHistogram[256*4];
-// udword mOffset[256];
- udword* mLink[256];
-#endif
-
- // Create histograms (counters). Counters for all passes are created in one run.
- // Pros: read input buffer once instead of four times
- // Cons: mHistogram is 4Kb instead of 1Kb
- // We must take care of signed/unsigned values for temporal coherence.... I just
- // have 2 code paths even if just a single opcode changes. Self-modifying code, someone?
- if(hint==RADIX_UNSIGNED) { CREATE_HISTOGRAMS(udword, input); }
- else { CREATE_HISTOGRAMS(sdword, input); }
-
- // Compute #negative values involved if needed
- udword NbNegativeValues = 0;
- if(hint==RADIX_SIGNED)
- {
- // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
- // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
- // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
- udword* h3= &mHistogram[768];
- for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
- }
-
- // Radix sort, j is the pass number (0=LSB, 3=MSB)
- for(udword j=0;j<4;j++)
- {
- CHECK_PASS_VALIDITY(j);
-
- // Sometimes the fourth (negative) pass is skipped because all numbers are negative and the MSB is 0xFF (for example). This is
- // not a problem, numbers are correctly sorted anyway.
- if(PerformPass)
- {
- // Should we care about negative values?
- if(j!=3 || hint==RADIX_UNSIGNED)
- {
- // Here we deal with positive values only
-
- // Create offsets
-// mOffset[0] = 0;
-// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
- mLink[0] = mRanks2;
- for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
- }
- else
- {
- // This is a special case to correctly handle negative integers. They're sorted in the right order but at the wrong place.
-
- // Create biased offsets, in order for negative numbers to be sorted as well
-// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
- mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
-// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
- for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
-
- // Fixing the wrong place for negative values
-// mOffset[128] = 0;
- mLink[128] = mRanks2;
-// for(i=129;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
- for(udword i=129;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
- }
-
- // Perform Radix Sort
- ubyte* InputBytes = (ubyte*)input;
- InputBytes += j;
- if(INVALID_RANKS)
- {
-// for(udword i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
- for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
- VALIDATE_RANKS;
- }
- else
- {
- udword* Indices = mRanks;
- udword* IndicesEnd = &mRanks[nb];
- while(Indices!=IndicesEnd)
- {
- udword id = *Indices++;
-// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
- *mLink[InputBytes[id<<2]]++ = id;
- }
- }
-
- // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
- udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
- }
- }
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Main sort routine.
- * This one is for floating-point values. After the call, mRanks contains a list of indices in sorted order, i.e. in the order you may process your data.
- * \param input [in] a list of floating-point values to sort
- * \param nb [in] number of values to sort, must be < 2^31
- * \return Self-Reference
- * \warning only sorts IEEE floating-point values
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-RadixSort& RadixSort::Sort(const float* input2, udword nb)
-{
- // Checkings
- if(!input2 || !nb || nb&0x80000000) return *this;
-
- // Stats
- mTotalCalls++;
-
- udword* input = (udword*)input2;
-
- // Resize lists if needed
- CheckResize(nb);
-
-#ifdef RADIX_LOCAL_RAM
- // Allocate histograms & offsets on the stack
- udword mHistogram[256*4];
-// udword mOffset[256];
- udword* mLink[256];
-#endif
-
- // Create histograms (counters). Counters for all passes are created in one run.
- // Pros: read input buffer once instead of four times
- // Cons: mHistogram is 4Kb instead of 1Kb
- // Floating-point values are always supposed to be signed values, so there's only one code path there.
- // Please note the floating point comparison needed for temporal coherence! Although the resulting asm code
- // is dreadful, this is surprisingly not such a performance hit - well, I suppose that's a big one on first
- // generation Pentiums....We can't make comparison on integer representations because, as Chris said, it just
- // wouldn't work with mixed positive/negative values....
- { CREATE_HISTOGRAMS(float, input2); }
-
- // Compute #negative values involved if needed
- udword NbNegativeValues = 0;
- // An efficient way to compute the number of negatives values we'll have to deal with is simply to sum the 128
- // last values of the last histogram. Last histogram because that's the one for the Most Significant Byte,
- // responsible for the sign. 128 last values because the 128 first ones are related to positive numbers.
- udword* h3= &mHistogram[768];
- for(udword i=128;i<256;i++) NbNegativeValues += h3[i]; // 768 for last histogram, 128 for negative part
-
- // Radix sort, j is the pass number (0=LSB, 3=MSB)
- for(udword j=0;j<4;j++)
- {
- // Should we care about negative values?
- if(j!=3)
- {
- // Here we deal with positive values only
- CHECK_PASS_VALIDITY(j);
-
- if(PerformPass)
- {
- // Create offsets
-// mOffset[0] = 0;
- mLink[0] = mRanks2;
-// for(udword i=1;i<256;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1];
- for(udword i=1;i<256;i++) mLink[i] = mLink[i-1] + CurCount[i-1];
-
- // Perform Radix Sort
- ubyte* InputBytes = (ubyte*)input;
- InputBytes += j;
- if(INVALID_RANKS)
- {
-// for(i=0;i<nb;i++) mRanks2[mOffset[InputBytes[i<<2]]++] = i;
- for(udword i=0;i<nb;i++) *mLink[InputBytes[i<<2]]++ = i;
- VALIDATE_RANKS;
- }
- else
- {
- udword* Indices = mRanks;
- udword* IndicesEnd = &mRanks[nb];
- while(Indices!=IndicesEnd)
- {
- udword id = *Indices++;
-// mRanks2[mOffset[InputBytes[id<<2]]++] = id;
- *mLink[InputBytes[id<<2]]++ = id;
- }
- }
-
- // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
- udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
- }
- }
- else
- {
- // This is a special case to correctly handle negative values
- CHECK_PASS_VALIDITY(j);
-
- if(PerformPass)
- {
- // Create biased offsets, in order for negative numbers to be sorted as well
-// mOffset[0] = NbNegativeValues; // First positive number takes place after the negative ones
- mLink[0] = &mRanks2[NbNegativeValues]; // First positive number takes place after the negative ones
-// for(udword i=1;i<128;i++) mOffset[i] = mOffset[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
- for(udword i=1;i<128;i++) mLink[i] = mLink[i-1] + CurCount[i-1]; // 1 to 128 for positive numbers
-
- // We must reverse the sorting order for negative numbers!
-// mOffset[255] = 0;
- mLink[255] = mRanks2;
-// for(i=0;i<127;i++) mOffset[254-i] = mOffset[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
- for(udword i=0;i<127;i++) mLink[254-i] = mLink[255-i] + CurCount[255-i]; // Fixing the wrong order for negative values
-// for(i=128;i<256;i++) mOffset[i] += CurCount[i]; // Fixing the wrong place for negative values
- for(udword i=128;i<256;i++) mLink[i] += CurCount[i]; // Fixing the wrong place for negative values
-
- // Perform Radix Sort
- if(INVALID_RANKS)
- {
- for(udword i=0;i<nb;i++)
- {
- udword Radix = input[i]>>24; // Radix byte, same as above. AND is useless here (udword).
- // ### cmp to be killed. Not good. Later.
-// if(Radix<128) mRanks2[mOffset[Radix]++] = i; // Number is positive, same as above
-// else mRanks2[--mOffset[Radix]] = i; // Number is negative, flip the sorting order
- if(Radix<128) *mLink[Radix]++ = i; // Number is positive, same as above
- else *(--mLink[Radix]) = i; // Number is negative, flip the sorting order
- }
- VALIDATE_RANKS;
- }
- else
- {
- for(udword i=0;i<nb;i++)
- {
- udword Radix = input[mRanks[i]]>>24; // Radix byte, same as above. AND is useless here (udword).
- // ### cmp to be killed. Not good. Later.
-// if(Radix<128) mRanks2[mOffset[Radix]++] = mRanks[i]; // Number is positive, same as above
-// else mRanks2[--mOffset[Radix]] = mRanks[i]; // Number is negative, flip the sorting order
- if(Radix<128) *mLink[Radix]++ = mRanks[i]; // Number is positive, same as above
- else *(--mLink[Radix]) = mRanks[i]; // Number is negative, flip the sorting order
- }
- }
- // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
- udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
- }
- else
- {
- // The pass is useless, yet we still have to reverse the order of current list if all values are negative.
- if(UniqueVal>=128)
- {
- if(INVALID_RANKS)
- {
- // ###Possible?
- for(udword i=0;i<nb;i++) mRanks2[i] = nb-i-1;
- VALIDATE_RANKS;
- }
- else
- {
- for(udword i=0;i<nb;i++) mRanks2[i] = mRanks[nb-i-1];
- }
-
- // Swap pointers for next pass. Valid indices - the most recent ones - are in mRanks after the swap.
- udword* Tmp = mRanks; mRanks = mRanks2; mRanks2 = Tmp;
- }
- }
- }
- }
- return *this;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Gets the ram used.
- * \return memory used in bytes
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-udword RadixSort::GetUsedRam() const
-{
- udword UsedRam = sizeof(RadixSort);
-#ifndef RADIX_LOCAL_RAM
- UsedRam += 256*4*sizeof(udword); // Histograms
- UsedRam += 256*sizeof(udword); // Offsets
-#endif
- UsedRam += 2*CURRENT_SIZE*sizeof(udword); // 2 lists of indices
- return UsedRam;
-}
diff --git a/Opcode/Ice/IceRevisitedRadix.h b/Opcode/Ice/IceRevisitedRadix.h
deleted file mode 100644
index 3bdfc22..0000000
--- a/Opcode/Ice/IceRevisitedRadix.h
+++ /dev/null
@@ -1,65 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains source code from the article "Radix Sort Revisited".
- * \file IceRevisitedRadix.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICERADIXSORT_H__
-#define __ICERADIXSORT_H__
-
- //! Allocate histograms & offsets locally
- #define RADIX_LOCAL_RAM
-
- enum RadixHint
- {
- RADIX_SIGNED, //!< Input values are signed
- RADIX_UNSIGNED, //!< Input values are unsigned
-
- RADIX_FORCE_DWORD = 0x7fffffff
- };
-
- class ICECORE_API RadixSort
- {
- public:
- // Constructor/Destructor
- RadixSort();
- ~RadixSort();
- // Sorting methods
- RadixSort& Sort(const udword* input, udword nb, RadixHint hint=RADIX_SIGNED);
- RadixSort& Sort(const float* input, udword nb);
-
- //! Access to results. mRanks is a list of indices in sorted order, i.e. in the order you may further process your data
- inline_ const udword* GetRanks() const { return mRanks; }
-
- //! mIndices2 gets trashed on calling the sort routine, but otherwise you can recycle it the way you want.
- inline_ udword* GetRecyclable() const { return mRanks2; }
-
- // Stats
- udword GetUsedRam() const;
- //! Returns the total number of calls to the radix sorter.
- inline_ udword GetNbTotalCalls() const { return mTotalCalls; }
- //! Returns the number of eraly exits due to temporal coherence.
- inline_ udword GetNbHits() const { return mNbHits; }
-
- private:
-#ifndef RADIX_LOCAL_RAM
- udword* mHistogram; //!< Counters for each byte
- udword* mOffset; //!< Offsets (nearly a cumulative distribution function)
-#endif
- udword mCurrentSize; //!< Current size of the indices list
- udword* mRanks; //!< Two lists, swapped each pass
- udword* mRanks2;
- // Stats
- udword mTotalCalls; //!< Total number of calls to the sort routine
- udword mNbHits; //!< Number of early exits due to coherence
- // Internal methods
- void CheckResize(udword nb);
- bool Resize(udword nb);
- };
-
-#endif // __ICERADIXSORT_H__
diff --git a/Opcode/Ice/IceSegment.cpp b/Opcode/Ice/IceSegment.cpp
deleted file mode 100644
index b45d04b..0000000
--- a/Opcode/Ice/IceSegment.cpp
+++ /dev/null
@@ -1,57 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for segments.
- * \file IceSegment.cpp
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * IceSegment class.
- * A segment is defined by S(t) = mP0 * (1 - t) + mP1 * t, with 0 <= t <= 1
- * Alternatively, a segment is S(t) = Origin + t * Direction for 0 <= t <= 1.
- * Direction is not necessarily unit length. The end points are Origin = mP0 and Origin + Direction = mP1.
- *
- * \class IceSegment
- * \author Pierre Terdiman
- * \version 1.0
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-float IceSegment::SquareDistance(const IcePoint& Point, float* t) const
-{
- IcePoint Diff = Point - mP0;
- IcePoint Dir = mP1 - mP0;
- float fT = Diff | Dir;
-
- if(fT<=0.0f)
- {
- fT = 0.0f;
- }
- else
- {
- float SqrLen= Dir.SquareMagnitude();
- if(fT>=SqrLen)
- {
- fT = 1.0f;
- Diff -= Dir;
- }
- else
- {
- fT /= SqrLen;
- Diff -= fT*Dir;
- }
- }
-
- if(t) *t = fT;
-
- return Diff.SquareMagnitude();
-}
diff --git a/Opcode/Ice/IceSegment.h b/Opcode/Ice/IceSegment.h
deleted file mode 100644
index 72ddceb..0000000
--- a/Opcode/Ice/IceSegment.h
+++ /dev/null
@@ -1,55 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for segments.
- * \file IceSegment.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICESEGMENT_H__
-#define __ICESEGMENT_H__
-
- class ICEMATHS_API IceSegment
- {
- public:
- //! Constructor
- inline_ IceSegment() {}
- //! Constructor
- inline_ IceSegment(const IcePoint& p0, const IcePoint& p1) : mP0(p0), mP1(p1) {}
- //! Copy constructor
- inline_ IceSegment(const IceSegment& seg) : mP0(seg.mP0), mP1(seg.mP1) {}
- //! Destructor
- inline_ ~IceSegment() {}
-
- inline_ const IcePoint& GetOrigin() const { return mP0; }
- inline_ IcePoint ComputeDirection() const { return mP1 - mP0; }
- inline_ void ComputeDirection(IcePoint& dir) const { dir = mP1 - mP0; }
- inline_ float ComputeLength() const { return mP1.Distance(mP0); }
- inline_ float ComputeSquareLength() const { return mP1.SquareDistance(mP0); }
-
- inline_ void SetOriginDirection(const IcePoint& origin, const IcePoint& direction)
- {
- mP0 = mP1 = origin;
- mP1 += direction;
- }
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Computes a IcePoint on the segment
- * \param pt [out] IcePoint on segment
- * \param t [in] IcePoint's parameter [t=0 => pt = mP0, t=1 => pt = mP1]
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- inline_ void ComputePoint(IcePoint& pt, float t) const { pt = mP0 + t * (mP1 - mP0); }
-
- float SquareDistance(const IcePoint& IcePoint, float* t=null) const;
- inline_ float Distance(const IcePoint& IcePoint, float* t=null) const { return sqrtf(SquareDistance(IcePoint, t)); }
-
- IcePoint mP0; //!< Start of segment
- IcePoint mP1; //!< End of segment
- };
-
-#endif // __ICESEGMENT_H__
diff --git a/Opcode/Ice/IceTriangle.cpp b/Opcode/Ice/IceTriangle.cpp
deleted file mode 100644
index e55f73e..0000000
--- a/Opcode/Ice/IceTriangle.cpp
+++ /dev/null
@@ -1,286 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a handy triangle class.
- * \file IceTriangle.cpp
- * \author Pierre Terdiman
- * \date January, 17, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceMaths;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a triangle class.
- *
- * \class Tri
- * \author Pierre Terdiman
- * \version 1.0
- * \date 08.15.98
-*/
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-static sdword VPlaneSideEps(const IcePoint& v, const IcePlane& plane, float epsilon)
-{
- // Compute distance from current vertex to the plane
- float Dist = plane.Distance(v);
- // Compute side:
- // 1 = the vertex is on the positive side of the plane
- // -1 = the vertex is on the negative side of the plane
- // 0 = the vertex is on the plane (within epsilon)
- return Dist > epsilon ? 1 : Dist < -epsilon ? -1 : 0;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Flips the winding order.
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void Triangle::Flip()
-{
- IcePoint Tmp = mVerts[1];
- mVerts[1] = mVerts[2];
- mVerts[2] = Tmp;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle area.
- * \return the area
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Triangle::Area() const
-{
- const IcePoint& p0 = mVerts[0];
- const IcePoint& p1 = mVerts[1];
- const IcePoint& p2 = mVerts[2];
- return ((p0 - p1)^(p0 - p2)).Magnitude() * 0.5f;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle perimeter.
- * \return the perimeter
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Triangle::Perimeter() const
-{
- const IcePoint& p0 = mVerts[0];
- const IcePoint& p1 = mVerts[1];
- const IcePoint& p2 = mVerts[2];
- return p0.Distance(p1)
- + p0.Distance(p2)
- + p1.Distance(p2);
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle compacity.
- * \return the compacity
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Triangle::Compacity() const
-{
- float P = Perimeter();
- if(P==0.0f) return 0.0f;
- return (4.0f*PI*Area()/(P*P));
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle normal.
- * \param normal [out] the computed normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void Triangle::Normal(IcePoint& normal) const
-{
- const IcePoint& p0 = mVerts[0];
- const IcePoint& p1 = mVerts[1];
- const IcePoint& p2 = mVerts[2];
- normal = ((p0 - p1)^(p0 - p2)).Normalize();
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle denormalized normal.
- * \param normal [out] the computed normal
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void Triangle::DenormalizedNormal(IcePoint& normal) const
-{
- const IcePoint& p0 = mVerts[0];
- const IcePoint& p1 = mVerts[1];
- const IcePoint& p2 = mVerts[2];
- normal = ((p0 - p1)^(p0 - p2));
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle center.
- * \param center [out] the computed center
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void Triangle::Center(IcePoint& center) const
-{
- const IcePoint& p0 = mVerts[0];
- const IcePoint& p1 = mVerts[1];
- const IcePoint& p2 = mVerts[2];
- center = (p0 + p1 + p2)*INV3;
-}
-
-PartVal Triangle::TestAgainstPlane(const IcePlane& plane, float epsilon) const
-{
- bool Pos = false, Neg = false;
-
- // Loop through all vertices
- for(udword i=0;i<3;i++)
- {
- // Compute side:
- sdword Side = VPlaneSideEps(mVerts[i], plane, epsilon);
-
- if (Side < 0) Neg = true;
- else if (Side > 0) Pos = true;
- }
-
- if (!Pos && !Neg) return TRI_ON_PLANE;
- else if (Pos && Neg) return TRI_INTERSECT;
- else if (Pos && !Neg) return TRI_PLUS_SPACE;
- else if (!Pos && Neg) return TRI_MINUS_SPACE;
-
- // What?!
- return TRI_FORCEDWORD;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle moment.
- * \param m [out] the moment
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/*
-void Triangle::ComputeMoment(Moment& m)
-{
- // Compute the area of the triangle
- m.mArea = Area();
-
- // Compute the centroid
- Center(m.mCentroid);
-
- // Second-order components. Handle zero-area faces.
- IcePoint& p = mVerts[0];
- IcePoint& q = mVerts[1];
- IcePoint& r = mVerts[2];
- if(m.mArea==0.0f)
- {
- // This triangle has zero area. The second order components would be eliminated with the usual formula, so, for the
- // sake of robustness we use an alternative form. These are the centroid and second-order components of the triangle's vertices.
- m.mCovariance.m[0][0] = (p.x*p.x + q.x*q.x + r.x*r.x);
- m.mCovariance.m[0][1] = (p.x*p.y + q.x*q.y + r.x*r.y);
- m.mCovariance.m[0][2] = (p.x*p.z + q.x*q.z + r.x*r.z);
- m.mCovariance.m[1][1] = (p.y*p.y + q.y*q.y + r.y*r.y);
- m.mCovariance.m[1][2] = (p.y*p.z + q.y*q.z + r.y*r.z);
- m.mCovariance.m[2][2] = (p.z*p.z + q.z*q.z + r.z*r.z);
- m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
- m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
- m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
- }
- else
- {
- const float OneOverTwelve = 1.0f / 12.0f;
- m.mCovariance.m[0][0] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.x + p.x*p.x + q.x*q.x + r.x*r.x) * OneOverTwelve;
- m.mCovariance.m[0][1] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.y + p.x*p.y + q.x*q.y + r.x*r.y) * OneOverTwelve;
- m.mCovariance.m[1][1] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.y + p.y*p.y + q.y*q.y + r.y*r.y) * OneOverTwelve;
- m.mCovariance.m[0][2] = m.mArea * (9.0f * m.mCentroid.x*m.mCentroid.z + p.x*p.z + q.x*q.z + r.x*r.z) * OneOverTwelve;
- m.mCovariance.m[1][2] = m.mArea * (9.0f * m.mCentroid.y*m.mCentroid.z + p.y*p.z + q.y*q.z + r.y*r.z) * OneOverTwelve;
- m.mCovariance.m[2][2] = m.mArea * (9.0f * m.mCentroid.z*m.mCentroid.z + p.z*p.z + q.z*q.z + r.z*r.z) * OneOverTwelve;
- m.mCovariance.m[2][1] = m.mCovariance.m[1][2];
- m.mCovariance.m[1][0] = m.mCovariance.m[0][1];
- m.mCovariance.m[2][0] = m.mCovariance.m[0][2];
- }
-}
-*/
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle's smallest edge length.
- * \return the smallest edge length
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Triangle::MinEdgeLength() const
-{
- float Min = MAX_FLOAT;
- float Length01 = mVerts[0].Distance(mVerts[1]);
- float Length02 = mVerts[0].Distance(mVerts[2]);
- float Length12 = mVerts[1].Distance(mVerts[2]);
- if(Length01 < Min) Min = Length01;
- if(Length02 < Min) Min = Length02;
- if(Length12 < Min) Min = Length12;
- return Min;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes the triangle's largest edge length.
- * \return the largest edge length
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-float Triangle::MaxEdgeLength() const
-{
- float Max = MIN_FLOAT;
- float Length01 = mVerts[0].Distance(mVerts[1]);
- float Length02 = mVerts[0].Distance(mVerts[2]);
- float Length12 = mVerts[1].Distance(mVerts[2]);
- if(Length01 > Max) Max = Length01;
- if(Length02 > Max) Max = Length02;
- if(Length12 > Max) Max = Length12;
- return Max;
-}
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Computes a IcePoint on the triangle according to the stabbing information.
- * \param u,v [in] IcePoint's barycentric coordinates
- * \param pt [out] IcePoint on triangle
- * \param nearvtx [out] index of nearest vertex
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-void Triangle::ComputePoint(float u, float v, IcePoint& pt, udword* nearvtx) const
-{
- // Compute IcePoint coordinates
- pt = (1.0f - u - v)*mVerts[0] + u*mVerts[1] + v*mVerts[2];
-
- // Compute nearest vertex if needed
- if(nearvtx)
- {
- // Compute distance vector
- IcePoint d(mVerts[0].SquareDistance(pt), // Distance^2 from vertex 0 to IcePoint on the face
- mVerts[1].SquareDistance(pt), // Distance^2 from vertex 1 to IcePoint on the face
- mVerts[2].SquareDistance(pt)); // Distance^2 from vertex 2 to IcePoint on the face
-
- // Get smallest distance
- *nearvtx = d.SmallestAxis();
- }
-}
-
-void Triangle::Inflate(float fat_coeff, bool constant_border)
-{
- // Compute triangle center
- IcePoint TriangleCenter;
- Center(TriangleCenter);
-
- // Don't normalize?
- // Normalize => add a constant border, regardless of triangle size
- // Don't => add more to big triangles
- for(udword i=0;i<3;i++)
- {
- IcePoint v = mVerts[i] - TriangleCenter;
-
- if(constant_border) v.Normalize();
-
- mVerts[i] += v * fat_coeff;
- }
-}
diff --git a/Opcode/Ice/IceTriangle.h b/Opcode/Ice/IceTriangle.h
deleted file mode 100644
index e5c8426..0000000
--- a/Opcode/Ice/IceTriangle.h
+++ /dev/null
@@ -1,68 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains a handy triangle class.
- * \file IceTriangle.h
- * \author Pierre Terdiman
- * \date January, 17, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICETRIANGLE_H__
-#define __ICETRIANGLE_H__
-
- // Forward declarations
- class Moment;
-
- // Partitioning values
- enum PartVal
- {
- TRI_MINUS_SPACE = 0, //!< Triangle is in the negative space
- TRI_PLUS_SPACE = 1, //!< Triangle is in the positive space
- TRI_INTERSECT = 2, //!< Triangle intersects plane
- TRI_ON_PLANE = 3, //!< Triangle and plane are coplanar
-
- TRI_FORCEDWORD = 0x7fffffff
- };
-
- // A triangle class.
- class ICEMATHS_API Triangle
- {
- public:
- //! Constructor
- inline_ Triangle() {}
- //! Constructor
- inline_ Triangle(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2) { mVerts[0]=p0; mVerts[1]=p1; mVerts[2]=p2; }
- //! Copy constructor
- inline_ Triangle(const Triangle& triangle)
- {
- mVerts[0] = triangle.mVerts[0];
- mVerts[1] = triangle.mVerts[1];
- mVerts[2] = triangle.mVerts[2];
- }
- //! Destructor
- inline_ ~Triangle() {}
- //! Vertices
- IcePoint mVerts[3];
-
- // Methods
- void Flip();
- float Area() const;
- float Perimeter() const;
- float Compacity() const;
- void Normal(IcePoint& normal) const;
- void DenormalizedNormal(IcePoint& normal) const;
- void Center(IcePoint& center) const;
- inline_ IcePlane PlaneEquation() const { return IcePlane(mVerts[0], mVerts[1], mVerts[2]); }
-
- PartVal TestAgainstPlane(const IcePlane& plane, float epsilon) const;
-// float Distance(Point& cp, Point& cq, Tri& tri);
- void ComputeMoment(Moment& m);
- float MinEdgeLength() const;
- float MaxEdgeLength() const;
- void ComputePoint(float u, float v, IcePoint& pt, udword* nearvtx=null) const;
- void Inflate(float fat_coeff, bool constant_border);
- };
-
-#endif // __ICETRIANGLE_H__
diff --git a/Opcode/Ice/IceTrilist.h b/Opcode/Ice/IceTrilist.h
deleted file mode 100644
index 057f8df..0000000
--- a/Opcode/Ice/IceTrilist.h
+++ /dev/null
@@ -1,61 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains code for a triangle container.
- * \file IceTrilist.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICETRILIST_H__
-#define __ICETRILIST_H__
-
- class ICEMATHS_API TriList : public Container
- {
- public:
- // Constructor / Destructor
- TriList() {}
- ~TriList() {}
-
- inline_ udword GetNbTriangles() const { return GetNbEntries()/9; }
- inline_ Triangle* GetTriangles() const { return (Triangle*)GetEntries(); }
-
- void AddTri(const Triangle& tri)
- {
- Add(tri.mVerts[0].x).Add(tri.mVerts[0].y).Add(tri.mVerts[0].z);
- Add(tri.mVerts[1].x).Add(tri.mVerts[1].y).Add(tri.mVerts[1].z);
- Add(tri.mVerts[2].x).Add(tri.mVerts[2].y).Add(tri.mVerts[2].z);
- }
-
- void AddTri(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2)
- {
- Add(p0.x).Add(p0.y).Add(p0.z);
- Add(p1.x).Add(p1.y).Add(p1.z);
- Add(p2.x).Add(p2.y).Add(p2.z);
- }
- };
-
- class ICEMATHS_API TriangleList : public Container
- {
- public:
- // Constructor / Destructor
- TriangleList() {}
- ~TriangleList() {}
-
- inline_ udword GetNbTriangles() const { return GetNbEntries()/3; }
- inline_ IndexedTriangle* GetTriangles() const { return (IndexedTriangle*)GetEntries();}
-
- void AddTriangle(const IndexedTriangle& tri)
- {
- Add(tri.mVRef[0]).Add(tri.mVRef[1]).Add(tri.mVRef[2]);
- }
-
- void AddTriangle(udword vref0, udword vref1, udword vref2)
- {
- Add(vref0).Add(vref1).Add(vref2);
- }
- };
-
-#endif //__ICETRILIST_H__
diff --git a/Opcode/Ice/IceTypes.h b/Opcode/Ice/IceTypes.h
deleted file mode 100644
index 543be11..0000000
--- a/Opcode/Ice/IceTypes.h
+++ /dev/null
@@ -1,157 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains custom types.
- * \file IceTypes.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICETYPES_H__
-#define __ICETYPES_H__
-
- #define USE_HANDLE_MANAGER
-
- // Constants
- #define PI 3.1415926535897932384626433832795028841971693993751f //!< PI
- #define HALFPI 1.57079632679489661923f //!< 0.5 * PI
- #define TWOPI 6.28318530717958647692f //!< 2.0 * PI
- #define INVPI 0.31830988618379067154f //!< 1.0 / PI
-
- #define RADTODEG 57.2957795130823208768f //!< 180.0 / PI, convert radians to degrees
- #define DEGTORAD 0.01745329251994329577f //!< PI / 180.0, convert degrees to radians
-
- #define EXP 2.71828182845904523536f //!< e
- #define INVLOG2 3.32192809488736234787f //!< 1.0 / log10(2)
- #define LN2 0.693147180559945f //!< ln(2)
- #define INVLN2 1.44269504089f //!< 1.0f / ln(2)
-
- #define INV3 0.33333333333333333333f //!< 1/3
- #define INV6 0.16666666666666666666f //!< 1/6
- #define INV7 0.14285714285714285714f //!< 1/7
- #define INV9 0.11111111111111111111f //!< 1/9
- #define INV255 0.00392156862745098039f //!< 1/255
-
- #define SQRT2 1.41421356237f //!< sqrt(2)
- #define INVSQRT2 0.707106781188f //!< 1 / sqrt(2)
-
- #define SQRT3 1.73205080757f //!< sqrt(3)
- #define INVSQRT3 0.577350269189f //!< 1 / sqrt(3)
-
- #define null 0 //!< our own NULL pointer
-
- // Custom types used in ICE
- typedef signed char sbyte; //!< sizeof(sbyte) must be 1
- typedef unsigned char ubyte; //!< sizeof(ubyte) must be 1
- typedef signed short sword; //!< sizeof(sword) must be 2
- typedef unsigned short uword; //!< sizeof(uword) must be 2
- typedef signed int sdword; //!< sizeof(sdword) must be 4
- typedef unsigned int udword; //!< sizeof(udword) must be 4
- typedef signed __int64 sqword; //!< sizeof(sqword) must be 8
- typedef unsigned __int64 uqword; //!< sizeof(uqword) must be 8
- typedef float float32; //!< sizeof(float32) must be 4
- typedef double float64; //!< sizeof(float64) must be 4
-
- ICE_COMPILE_TIME_ASSERT(sizeof(bool)==1); // ...otherwise things might fail with VC++ 4.2 !
- ICE_COMPILE_TIME_ASSERT(sizeof(ubyte)==1);
- ICE_COMPILE_TIME_ASSERT(sizeof(sbyte)==1);
- ICE_COMPILE_TIME_ASSERT(sizeof(sword)==2);
- ICE_COMPILE_TIME_ASSERT(sizeof(uword)==2);
- ICE_COMPILE_TIME_ASSERT(sizeof(udword)==4);
- ICE_COMPILE_TIME_ASSERT(sizeof(sdword)==4);
- ICE_COMPILE_TIME_ASSERT(sizeof(uqword)==8);
- ICE_COMPILE_TIME_ASSERT(sizeof(sqword)==8);
-
- //! TO BE DOCUMENTED
- #define DECLARE_ICE_HANDLE(name) struct name##__ { int unused; }; typedef struct name##__ *name
-
- typedef udword DynID; //!< Dynamic identifier
-#ifdef USE_HANDLE_MANAGER
- typedef udword KID; //!< Kernel ID
-// DECLARE_ICE_HANDLE(KID);
-#else
- typedef uword KID; //!< Kernel ID
-#endif
- typedef udword RTYPE; //!< Relationship-type (!) between owners and references
- #define INVALID_ID 0xffffffff //!< Invalid dword ID (counterpart of null pointers)
-#ifdef USE_HANDLE_MANAGER
- #define INVALID_KID 0xffffffff //!< Invalid Kernel ID
-#else
- #define INVALID_KID 0xffff //!< Invalid Kernel ID
-#endif
- #define INVALID_NUMBER 0xDEADBEEF //!< Standard junk value
-
- // Define BOOL if needed
- #ifndef BOOL
- typedef int BOOL; //!< Another boolean type.
- #endif
-
- //! Union of a float and a sdword
- typedef union {
- float f; //!< The float
- sdword d; //!< The integer
- }scell;
-
- //! Union of a float and a udword
- typedef union {
- float f; //!< The float
- udword d; //!< The integer
- }ucell;
-
- // Type ranges
- #define MAX_SBYTE 0x7f //!< max possible sbyte value
- #define MIN_SBYTE 0x80 //!< min possible sbyte value
- #define MAX_UBYTE 0xff //!< max possible ubyte value
- #define MIN_UBYTE 0x00 //!< min possible ubyte value
- #define MAX_SWORD 0x7fff //!< max possible sword value
- #define MIN_SWORD 0x8000 //!< min possible sword value
- #define MAX_UWORD 0xffff //!< max possible uword value
- #define MIN_UWORD 0x0000 //!< min possible uword value
- #define MAX_SDWORD 0x7fffffff //!< max possible sdword value
- #define MIN_SDWORD 0x80000000 //!< min possible sdword value
- #define MAX_UDWORD 0xffffffff //!< max possible udword value
- #define MIN_UDWORD 0x00000000 //!< min possible udword value
- #define MAX_FLOAT FLT_MAX //!< max possible float value
- #define MIN_FLOAT (-FLT_MAX) //!< min possible loat value
- #define IEEE_1_0 0x3f800000 //!< integer representation of 1.0
- #define IEEE_255_0 0x437f0000 //!< integer representation of 255.0
- #define IEEE_MAX_FLOAT 0x7f7fffff //!< integer representation of MAX_FLOAT
- #define IEEE_MIN_FLOAT 0xff7fffff //!< integer representation of MIN_FLOAT
- #define IEEE_UNDERFLOW_LIMIT 0x1a000000
-
- #define ONE_OVER_RAND_MAX (1.0f / float(RAND_MAX)) //!< Inverse of the max possible value returned by rand()
-
- typedef int (__stdcall* PROC)(); //!< A standard procedure call.
- typedef bool (*ENUMERATION)(udword value, udword param, udword context); //!< ICE standard enumeration call
- typedef void** VTABLE; //!< A V-Table.
-
- #undef MIN
- #undef MAX
- #define MIN(a, b) ((a) < (b) ? (a) : (b)) //!< Returns the min value between a and b
- #define MAX(a, b) ((a) > (b) ? (a) : (b)) //!< Returns the max value between a and b
- #define MAXMAX(a,b,c) ((a) > (b) ? MAX (a,c) : MAX (b,c)) //!< Returns the max value between a, b and c
-
- template<class T> inline_ const T& TMin (const T& a, const T& b) { return b < a ? b : a; }
- template<class T> inline_ const T& TMax (const T& a, const T& b) { return a < b ? b : a; }
- template<class T> inline_ void TSetMin (T& a, const T& b) { if(a>b) a = b; }
- template<class T> inline_ void TSetMax (T& a, const T& b) { if(a<b) a = b; }
-
- #define SQR(x) ((x)*(x)) //!< Returns x square
- #define CUBE(x) ((x)*(x)*(x)) //!< Returns x cube
-
- #define AND & //!< ...
- #define OR | //!< ...
- #define XOR ^ //!< ...
-
- #define QUADRAT(x) ((x)*(x)) //!< Returns x square
-
-#ifdef _WIN32
-# define srand48(x) srand((unsigned int) (x))
-# define srandom(x) srand((unsigned int) (x))
-# define random() ((double) rand())
-# define drand48() ((double) (((double) rand()) / ((double) RAND_MAX)))
-#endif
-
-#endif // __ICETYPES_H__
diff --git a/Opcode/Ice/IceUtils.cpp b/Opcode/Ice/IceUtils.cpp
deleted file mode 100644
index 890209c..0000000
--- a/Opcode/Ice/IceUtils.cpp
+++ /dev/null
@@ -1,39 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains misc. useful macros & defines.
- * \file IceUtils.cpp
- * \author Pierre Terdiman (collected from various sources)
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Precompiled Header
-#include "StdAfx.h"
-
-using namespace IceCore;
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Returns the alignment of the input address.
- * \fn Alignment()
- * \param address [in] address to check
- * \return the best alignment (e.g. 1 for odd addresses, etc)
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-udword IceCore::Alignment(udword address)
-{
- // Returns 0 for null addresses
- if(!address) return 0;
-
- // Test all bits
- udword Align = 1;
- for(udword i=1;i<32;i++)
- {
- // Returns as soon as the alignment is broken
- if(address&Align) return Align;
- Align<<=1;
- }
- // Here all bits are null, except the highest one (else the address would be null)
- return Align;
-}
diff --git a/Opcode/Ice/IceUtils.h b/Opcode/Ice/IceUtils.h
deleted file mode 100644
index 789bbe5..0000000
--- a/Opcode/Ice/IceUtils.h
+++ /dev/null
@@ -1,256 +0,0 @@
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains misc. useful macros & defines.
- * \file IceUtils.h
- * \author Pierre Terdiman (collected from various sources)
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEUTILS_H__
-#define __ICEUTILS_H__
-
- #define START_RUNONCE { static bool __RunOnce__ = false; if(!__RunOnce__){
- #define END_RUNONCE __RunOnce__ = true;}}
-
- //! Reverse all the bits in a 32 bit word (from Steve Baker's Cute Code Collection)
- //! (each line can be done in any order.
- inline_ void ReverseBits(udword& n)
- {
- n = ((n >> 1) & 0x55555555) | ((n << 1) & 0xaaaaaaaa);
- n = ((n >> 2) & 0x33333333) | ((n << 2) & 0xcccccccc);
- n = ((n >> 4) & 0x0f0f0f0f) | ((n << 4) & 0xf0f0f0f0);
- n = ((n >> 8) & 0x00ff00ff) | ((n << 8) & 0xff00ff00);
- n = ((n >> 16) & 0x0000ffff) | ((n << 16) & 0xffff0000);
- // Etc for larger intergers (64 bits in Java)
- // NOTE: the >> operation must be unsigned! (>>> in java)
- }
-
- //! Count the number of '1' bits in a 32 bit word (from Steve Baker's Cute Code Collection)
- inline_ udword CountBits(udword n)
- {
- // This relies of the fact that the count of n bits can NOT overflow
- // an n bit interger. EG: 1 bit count takes a 1 bit interger, 2 bit counts
- // 2 bit interger, 3 bit count requires only a 2 bit interger.
- // So we add all bit pairs, then each nible, then each byte etc...
- n = (n & 0x55555555) + ((n & 0xaaaaaaaa) >> 1);
- n = (n & 0x33333333) + ((n & 0xcccccccc) >> 2);
- n = (n & 0x0f0f0f0f) + ((n & 0xf0f0f0f0) >> 4);
- n = (n & 0x00ff00ff) + ((n & 0xff00ff00) >> 8);
- n = (n & 0x0000ffff) + ((n & 0xffff0000) >> 16);
- // Etc for larger intergers (64 bits in Java)
- // NOTE: the >> operation must be unsigned! (>>> in java)
- return n;
- }
-
- //! Even faster?
- inline_ udword CountBits2(udword bits)
- {
- bits = bits - ((bits >> 1) & 0x55555555);
- bits = ((bits >> 2) & 0x33333333) + (bits & 0x33333333);
- bits = ((bits >> 4) + bits) & 0x0F0F0F0F;
- return (bits * 0x01010101) >> 24;
- }
-
- //! Spread out bits. EG 00001111 -> 0101010101
- //! 00001010 -> 0100010000
- //! This is used to interleve to intergers to produce a `Morten Key'
- //! used in Space Filling Curves (See DrDobbs Journal, July 1999)
- //! Order is important.
- inline_ void SpreadBits(udword& n)
- {
- n = ( n & 0x0000ffff) | (( n & 0xffff0000) << 16);
- n = ( n & 0x000000ff) | (( n & 0x0000ff00) << 8);
- n = ( n & 0x000f000f) | (( n & 0x00f000f0) << 4);
- n = ( n & 0x03030303) | (( n & 0x0c0c0c0c) << 2);
- n = ( n & 0x11111111) | (( n & 0x22222222) << 1);
- }
-
- // Next Largest Power of 2
- // Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm
- // that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with
- // the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next
- // largest power of 2. For a 32-bit value:
- inline_ udword nlpo2(udword x)
- {
- x |= (x >> 1);
- x |= (x >> 2);
- x |= (x >> 4);
- x |= (x >> 8);
- x |= (x >> 16);
- return x+1;
- }
-
- //! Test to see if a number is an exact power of two (from Steve Baker's Cute Code Collection)
- inline_ bool IsPowerOfTwo(udword n) { return ((n&(n-1))==0); }
-
- //! Zero the least significant '1' bit in a word. (from Steve Baker's Cute Code Collection)
- inline_ void ZeroLeastSetBit(udword& n) { n&=(n-1); }
-
- //! Set the least significant N bits in a word. (from Steve Baker's Cute Code Collection)
- inline_ void SetLeastNBits(udword& x, udword n) { x|=~(~0<<n); }
-
- //! Classic XOR swap (from Steve Baker's Cute Code Collection)
- //! x ^= y; /* x' = (x^y) */
- //! y ^= x; /* y' = (y^(x^y)) = x */
- //! x ^= y; /* x' = (x^y)^x = y */
- inline_ void Swap(udword& x, udword& y) { x ^= y; y ^= x; x ^= y; }
-
- //! Little/Big endian (from Steve Baker's Cute Code Collection)
- //!
- //! Extra comments by Kenny Hoff:
- //! Determines the byte-ordering of the current machine (little or big endian)
- //! by setting an integer value to 1 (so least significant bit is now 1); take
- //! the address of the int and cast to a byte pointer (treat integer as an
- //! array of four bytes); check the value of the first byte (must be 0 or 1).
- //! If the value is 1, then the first byte least significant byte and this
- //! implies LITTLE endian. If the value is 0, the first byte is the most
- //! significant byte, BIG endian. Examples:
- //! integer 1 on BIG endian: 00000000 00000000 00000000 00000001
- //! integer 1 on LITTLE endian: 00000001 00000000 00000000 00000000
- //!---------------------------------------------------------------------------
- //! int IsLittleEndian() { int x=1; return ( ((char*)(&x))[0] ); }
- inline_ char LittleEndian() { int i = 1; return *((char*)&i); }
-
- //!< Alternative abs function
- inline_ udword abs_(sdword x) { sdword y= x >> 31; return (x^y)-y; }
-
- //!< Alternative min function
- inline_ sdword min_(sdword a, sdword b) { sdword delta = b-a; return a + (delta&(delta>>31)); }
-
- // Determine if one of the bytes in a 4 byte word is zero
- inline_ BOOL HasNullByte(udword x) { return ((x + 0xfefefeff) & (~x) & 0x80808080); }
-
- // To find the smallest 1 bit in a word EG: ~~~~~~10---0 => 0----010---0
- inline_ udword LowestOneBit(udword w) { return ((w) & (~(w)+1)); }
-// inline_ udword LowestOneBit_(udword w) { return ((w) & (-(w))); }
-
- // Most Significant 1 Bit
- // Given a binary integer value x, the most significant 1 bit (highest numbered element of a bit set)
- // can be computed using a SWAR algorithm that recursively "folds" the upper bits into the lower bits.
- // This process yields a bit vector with the same most significant 1 as x, but all 1's below it.
- // Bitwise AND of the original value with the complement of the "folded" value shifted down by one
- // yields the most significant bit. For a 32-bit value:
- inline_ udword msb32(udword x)
- {
- x |= (x >> 1);
- x |= (x >> 2);
- x |= (x >> 4);
- x |= (x >> 8);
- x |= (x >> 16);
- return (x & ~(x >> 1));
- }
-
- /*
- "Just call it repeatedly with various input values and always with the same variable as "memory".
- The sharpness determines the degree of filtering, where 0 completely filters out the input, and 1
- does no filtering at all.
-
- I seem to recall from college that this is called an IIR (Infinite Impulse Response) filter. As opposed
- to the more typical FIR (Finite Impulse Response).
-
- Also, I'd say that you can make more intelligent and interesting filters than this, for example filters
- that remove wrong responses from the mouse because it's being moved too fast. You'd want such a filter
- to be applied before this one, of course."
-
- (JCAB on Flipcode)
- */
- inline_ float FeedbackFilter(float val, float& memory, float sharpness)
- {
- ASSERT(sharpness>=0.0f && sharpness<=1.0f && "Invalid sharpness value in feedback filter");
- if(sharpness<0.0f) sharpness = 0.0f;
- else if(sharpness>1.0f) sharpness = 1.0f;
- return memory = val * sharpness + memory * (1.0f - sharpness);
- }
-
- //! If you can guarantee that your input domain (i.e. value of x) is slightly
- //! limited (abs(x) must be < ((1<<31u)-32767)), then you can use the
- //! following code to clamp the resulting value into [-32768,+32767] range:
- inline_ int ClampToInt16(int x)
- {
-// ASSERT(abs(x) < (int)((1<<31u)-32767));
-
- int delta = 32767 - x;
- x += (delta>>31) & delta;
- delta = x + 32768;
- x -= (delta>>31) & delta;
- return x;
- }
-
- // Generic functions
- template<class Type> inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; }
- template<class Type> inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((x<lo) ? lo : (x>hi) ? hi : x); }
-
- template<class Type> inline_ void TSort(Type& a, Type& b)
- {
- if(a>b) TSwap(a, b);
- }
-
- template<class Type> inline_ void TSort(Type& a, Type& b, Type& c)
- {
- if(a>b) TSwap(a, b);
- if(b>c) TSwap(b, c);
- if(a>b) TSwap(a, b);
- if(b>c) TSwap(b, c);
- }
-
- // Prevent nasty user-manipulations (strategy borrowed from Charles Bloom)
-// #define PREVENT_COPY(curclass) void operator = (const curclass& object) { ASSERT(!"Bad use of operator ="); }
- // ... actually this is better !
- #define PREVENT_COPY(cur_class) private: cur_class(const cur_class& object); cur_class& operator=(const cur_class& object);
-
- //! TO BE DOCUMENTED
- #define OFFSET_OF(Class, Member) (size_t)&(((Class*)0)->Member)
- //! TO BE DOCUMENTED
- #define ICEARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
-
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Returns the alignment of the input address.
- * \fn Alignment()
- * \param address [in] address to check
- * \return the best alignment (e.g. 1 for odd addresses, etc)
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- FUNCTION ICECORE_API udword Alignment(udword address);
-
- #define IS_ALIGNED_2(x) ((x&1)==0)
- #define IS_ALIGNED_4(x) ((x&3)==0)
- #define IS_ALIGNED_8(x) ((x&7)==0)
-
- inline_ void _prefetch(void const* ptr) { (void)*(char const volatile *)ptr; }
-
- // Compute implicit coords from an index:
- // The idea is to get back 2D coords from a 1D index.
- // For example:
- //
- // 0 1 2 ... nbu-1
- // nbu nbu+1 i ...
- //
- // We have i, we're looking for the equivalent (u=2, v=1) location.
- // i = u + v*nbu
- // <=> i/nbu = u/nbu + v
- // Since 0 <= u < nbu, u/nbu = 0 (integer)
- // Hence: v = i/nbu
- // Then we simply put it back in the original equation to compute u = i - v*nbu
- inline_ void Compute2DCoords(udword& u, udword& v, udword i, udword nbu)
- {
- v = i / nbu;
- u = i - (v * nbu);
- }
-
- // In 3D: i = u + v*nbu + w*nbu*nbv
- // <=> i/(nbu*nbv) = u/(nbu*nbv) + v/nbv + w
- // u/(nbu*nbv) is null since u/nbu was null already.
- // v/nbv is null as well for the same reason.
- // Hence w = i/(nbu*nbv)
- // Then we're left with a 2D problem: i' = i - w*nbu*nbv = u + v*nbu
- inline_ void Compute3DCoords(udword& u, udword& v, udword& w, udword i, udword nbu, udword nbu_nbv)
- {
- w = i / (nbu_nbv);
- Compute2DCoords(u, v, i - (w * nbu_nbv), nbu);
- }
-
-#endif // __ICEUTILS_H__