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-rw-r--r--Opcode/Ice/IcePoint.h252
1 files changed, 126 insertions, 126 deletions
diff --git a/Opcode/Ice/IcePoint.h b/Opcode/Ice/IcePoint.h
index 78148d6..7f55a27 100644
--- a/Opcode/Ice/IcePoint.h
+++ b/Opcode/Ice/IcePoint.h
@@ -22,72 +22,72 @@
const float EPSILON2 = 1.0e-20f;
- class ICEMATHS_API Point
+ class ICEMATHS_API IcePoint
{
public:
//! Empty constructor
- inline_ Point() {}
+ 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_ Point(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
+ inline_ IcePoint(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
//! Constructor from array
- inline_ Point(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z]) {}
+ inline_ IcePoint(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z]) {}
//! Copy constructor
- inline_ Point(const Point& p) : x(p.x), y(p.y), z(p.z) {}
+ inline_ IcePoint(const IcePoint& p) : x(p.x), y(p.y), z(p.z) {}
//! Destructor
- inline_ ~Point() {}
+ inline_ ~IcePoint() {}
//! Clears the vector
- inline_ Point& Zero() { x = y = z = 0.0f; return *this; }
+ inline_ IcePoint& Zero() { x = y = z = 0.0f; return *this; }
//! + infinity
- inline_ Point& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
+ inline_ IcePoint& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; }
//! - infinity
- inline_ Point& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
+ inline_ IcePoint& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; }
//! Sets positive unit random vector
- Point& PositiveUnitRandomVector();
+ IcePoint& PositiveUnitRandomVector();
//! Sets unit random vector
- Point& UnitRandomVector();
+ IcePoint& UnitRandomVector();
//! Assignment from values
- inline_ Point& Set(float _x, float _y, float _z) { x = _x; y = _y; z = _z; return *this; }
+ inline_ IcePoint& Set(float _x, float _y, float _z) { x = _x; y = _y; z = _z; return *this; }
//! Assignment from array
- inline_ Point& Set(const float f[3]) { x = f[_X]; y = f[_Y]; z = f[_Z]; return *this; }
+ inline_ IcePoint& Set(const float f[3]) { x = f[_X]; y = f[_Y]; z = f[_Z]; return *this; }
//! Assignment from another point
- inline_ Point& Set(const Point& src) { x = src.x; y = src.y; z = src.z; return *this; }
+ inline_ IcePoint& Set(const IcePoint& src) { x = src.x; y = src.y; z = src.z; return *this; }
//! Adds a vector
- inline_ Point& Add(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
+ inline_ IcePoint& Add(const IcePoint& p) { x += p.x; y += p.y; z += p.z; return *this; }
//! Adds a vector
- inline_ Point& Add(float _x, float _y, float _z) { x += _x; y += _y; z += _z; return *this; }
+ inline_ IcePoint& Add(float _x, float _y, float _z) { x += _x; y += _y; z += _z; return *this; }
//! Adds a vector
- inline_ Point& Add(const float f[3]) { x += f[_X]; y += f[_Y]; z += f[_Z]; return *this; }
+ inline_ IcePoint& Add(const float f[3]) { x += f[_X]; y += f[_Y]; z += f[_Z]; return *this; }
//! Adds vectors
- inline_ Point& Add(const Point& p, const Point& q) { x = p.x+q.x; y = p.y+q.y; z = p.z+q.z; return *this; }
+ 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_ Point& Sub(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
+ inline_ IcePoint& Sub(const IcePoint& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
//! Subtracts a vector
- inline_ Point& Sub(float _x, float _y, float _z) { x -= _x; y -= _y; z -= _z; return *this; }
+ inline_ IcePoint& Sub(float _x, float _y, float _z) { x -= _x; y -= _y; z -= _z; return *this; }
//! Subtracts a vector
- inline_ Point& Sub(const float f[3]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; return *this; }
+ inline_ IcePoint& Sub(const float f[3]) { x -= f[_X]; y -= f[_Y]; z -= f[_Z]; return *this; }
//! Subtracts vectors
- inline_ Point& Sub(const Point& p, const Point& q) { x = p.x-q.x; y = p.y-q.y; z = p.z-q.z; return *this; }
+ 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_ Point& Neg() { x = -x; y = -y; z = -z; return *this; }
+ inline_ IcePoint& Neg() { x = -x; y = -y; z = -z; return *this; }
//! this = -a
- inline_ Point& Neg(const Point& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
+ inline_ IcePoint& Neg(const IcePoint& a) { x = -a.x; y = -a.y; z = -a.z; return *this; }
//! Multiplies by a scalar
- inline_ Point& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
+ inline_ IcePoint& Mult(float s) { x *= s; y *= s; z *= s; return *this; }
//! this = a * scalar
- inline_ Point& Mult(const Point& a, float scalar)
+ inline_ IcePoint& Mult(const IcePoint& a, float scalar)
{
x = a.x * scalar;
y = a.y * scalar;
@@ -96,7 +96,7 @@
}
//! this = a + b * scalar
- inline_ Point& Mac(const Point& a, const Point& b, float scalar)
+ inline_ IcePoint& Mac(const IcePoint& a, const IcePoint& b, float scalar)
{
x = a.x + b.x * scalar;
y = a.y + b.y * scalar;
@@ -105,7 +105,7 @@
}
//! this = this + a * scalar
- inline_ Point& Mac(const Point& a, float scalar)
+ inline_ IcePoint& Mac(const IcePoint& a, float scalar)
{
x += a.x * scalar;
y += a.y * scalar;
@@ -114,7 +114,7 @@
}
//! this = a - b * scalar
- inline_ Point& Msc(const Point& a, const Point& b, float scalar)
+ inline_ IcePoint& Msc(const IcePoint& a, const IcePoint& b, float scalar)
{
x = a.x - b.x * scalar;
y = a.y - b.y * scalar;
@@ -123,7 +123,7 @@
}
//! this = this - a * scalar
- inline_ Point& Msc(const Point& a, float scalar)
+ inline_ IcePoint& Msc(const IcePoint& a, float scalar)
{
x -= a.x * scalar;
y -= a.y * scalar;
@@ -132,7 +132,7 @@
}
//! this = a + b * scalarb + c * scalarc
- inline_ Point& Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float 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;
@@ -141,7 +141,7 @@
}
//! this = a - b * scalarb - c * scalarc
- inline_ Point& Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float 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;
@@ -150,19 +150,19 @@
}
//! this = mat * a
- inline_ Point& Mult(const Matrix3x3& mat, const Point& a);
+ inline_ IcePoint& Mult(const Matrix3x3& mat, const IcePoint& a);
//! this = mat1 * a1 + mat2 * a2
- inline_ Point& Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2);
+ inline_ IcePoint& Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2);
//! this = this + mat * a
- inline_ Point& Mac(const Matrix3x3& mat, const Point& a);
+ inline_ IcePoint& Mac(const Matrix3x3& mat, const IcePoint& a);
//! this = transpose(mat) * a
- inline_ Point& TransMult(const Matrix3x3& mat, const Point& a);
+ inline_ IcePoint& TransMult(const Matrix3x3& mat, const IcePoint& a);
//! Linear interpolate between two vectors: this = a + t * (b - a)
- inline_ Point& Lerp(const Point& a, const Point& b, float t)
+ 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);
@@ -175,7 +175,7 @@
//! + p1 * (3t^3 - 5t^2 + 2)/2
//! + p2 * (4t^2 - 3t^3 + t)/2
//! + p3 * (t^3 - t^2)/2
- inline_ Point& Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t)
+ 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;
@@ -190,22 +190,22 @@
}
//! this = rotpos * r + linpos
- inline_ Point& Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
+ inline_ IcePoint& Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);
//! this = trans(rotpos) * (r - linpos)
- inline_ Point& InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& 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_ Point& Min(const Point& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; }
+ 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_ Point& Max(const Point& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; }
+ 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_ Point& Clamp(float min, float max)
+ 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;
@@ -220,7 +220,7 @@
//! Computes volume
inline_ float Volume() const { return x * y * z; }
- //! Checks the point is near zero
+ //! Checks the IcePoint is near zero
inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; }
//! Tests for exact zero vector
@@ -230,7 +230,7 @@
return TRUE;
}
- //! Checks point validity
+ //! Checks IcePoint validity
inline_ BOOL IsValid() const
{
if(!IsValidFloat(x)) return FALSE;
@@ -239,7 +239,7 @@
return TRUE;
}
- //! Slighty moves the point
+ //! 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); }
@@ -249,7 +249,7 @@
#define TWEAKMASK 0x3fffff
#define TWEAKNOTMASK ~TWEAKMASK
- //! Slighty moves the point out
+ //! Slighty moves the IcePoint out
inline_ void TweakBigger()
{
udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
@@ -257,7 +257,7 @@
Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy);
}
- //! Slighty moves the point in
+ //! Slighty moves the IcePoint in
inline_ void TweakSmaller()
{
udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy);
@@ -266,7 +266,7 @@
}
//! Normalizes the vector
- inline_ Point& Normalize()
+ inline_ IcePoint& Normalize()
{
float M = x*x + y*y + z*z;
if(M)
@@ -280,7 +280,7 @@
}
//! Sets vector length
- inline_ Point& SetLength(float length)
+ inline_ IcePoint& SetLength(float length)
{
float NewLength = length / Magnitude();
x *= NewLength;
@@ -290,7 +290,7 @@
}
//! Clamps vector length
- inline_ Point& ClampLength(float limit_length)
+ inline_ IcePoint& ClampLength(float limit_length)
{
if(limit_length>=0.0f) // Magnitude must be positive
{
@@ -307,23 +307,23 @@
return *this;
}
- //! Computes distance to another point
- inline_ float Distance(const Point& b) const
+ //! 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 point
- inline_ float SquareDistance(const Point& b) const
+ //! 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 Point& p) const { return p.x * x + p.y * y + p.z * z; }
+ inline_ float Dot(const IcePoint& p) const { return p.x * x + p.y * y + p.z * z; }
//! Cross product this = a x b
- inline_ Point& Cross(const Point& a, const Point& 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;
@@ -367,17 +367,17 @@
return m;
}
- //! Refracts the point
- Point& Refract(const Point& eye, const Point& n, float refractindex, Point& refracted);
+ //! Refracts the IcePoint
+ IcePoint& Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted);
- //! Projects the point onto a plane
- Point& ProjectToPlane(const Plane& p);
+ //! Projects the IcePoint onto a plane
+ IcePoint& ProjectToPlane(const Plane& p);
- //! Projects the point onto the screen
+ //! Projects the IcePoint onto the screen
void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
- //! Unfolds the point onto a plane according to edge(a,b)
- Point& Unfold(Plane& p, Point& a, Point& b);
+ //! Unfolds the IcePoint onto a plane according to edge(a,b)
+ IcePoint& Unfold(Plane& p, IcePoint& a, IcePoint& b);
//! Hash function from Ville Miettinen
inline_ udword GetHashValue() const
@@ -387,101 +387,101 @@
return (f>>22)^(f>>12)^(f);
}
- //! Stuff magic values in the point, marking it as explicitely not used.
+ //! Stuff magic values in the IcePoint, marking it as explicitely not used.
void SetNotUsed();
- //! Checks the point is marked as not used
+ //! Checks the IcePoint is marked as not used
BOOL IsNotUsed() const;
// Arithmetic operators
- //! Unary operator for Point Negate = - Point
- inline_ Point operator-() const { return Point(-x, -y, -z); }
-
- //! Operator for Point Plus = Point + Point.
- inline_ Point operator+(const Point& p) const { return Point(x + p.x, y + p.y, z + p.z); }
- //! Operator for Point Minus = Point - Point.
- inline_ Point operator-(const Point& p) const { return Point(x - p.x, y - p.y, z - p.z); }
-
- //! Operator for Point Mul = Point * Point.
- inline_ Point operator*(const Point& p) const { return Point(x * p.x, y * p.y, z * p.z); }
- //! Operator for Point Scale = Point * float.
- inline_ Point operator*(float s) const { return Point(x * s, y * s, z * s ); }
- //! Operator for Point Scale = float * Point.
- inline_ friend Point operator*(float s, const Point& p) { return Point(s * p.x, s * p.y, s * p.z); }
-
- //! Operator for Point Div = Point / Point.
- inline_ Point operator/(const Point& p) const { return Point(x / p.x, y / p.y, z / p.z); }
- //! Operator for Point Scale = Point / float.
- inline_ Point operator/(float s) const { s = 1.0f / s; return Point(x * s, y * s, z * s); }
- //! Operator for Point Scale = float / Point.
- inline_ friend Point operator/(float s, const Point& p) { return Point(s / p.x, s / p.y, s / p.z); }
-
- //! Operator for float DotProd = Point | Point.
- inline_ float operator|(const Point& p) const { return x*p.x + y*p.y + z*p.z; }
- //! Operator for Point VecProd = Point ^ Point.
- inline_ Point operator^(const Point& p) const
+ //! 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 Point(
+ return IcePoint(
y * p.z - z * p.y,
z * p.x - x * p.z,
x * p.y - y * p.x );
}
- //! Operator for Point += Point.
- inline_ Point& operator+=(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; }
- //! Operator for Point += float.
- inline_ Point& 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 Point -= Point.
- inline_ Point& operator-=(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; }
- //! Operator for Point -= float.
- inline_ Point& 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 Point *= Point.
- inline_ Point& operator*=(const Point& p) { x *= p.x; y *= p.y; z *= p.z; return *this; }
- //! Operator for Point *= float.
- inline_ Point& 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 Point /= Point.
- inline_ Point& operator/=(const Point& p) { x /= p.x; y /= p.y; z /= p.z; return *this; }
- //! Operator for Point /= float.
- inline_ Point& operator/=(float s) { s = 1.0f/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(Point==Point)"
- inline_ bool operator==(const Point& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); }
- //! Operator for "if(Point!=Point)"
- inline_ bool operator!=(const Point& 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))); }
+ //! 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 Point Mul = Point * Matrix3x3.
- inline_ Point operator*(const Matrix3x3& mat) const
+ //! 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 Point(
+ 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 Point Mul = Point * Matrix4x4.
- inline_ Point operator*(const Matrix4x4& mat) const
+ //! 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 Point(
+ 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 Point *= Matrix3x3.
- inline_ Point& operator*=(const Matrix3x3& mat)
+ //! 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;
@@ -495,8 +495,8 @@
return *this;
}
- //! Operator for Point *= Matrix4x4.
- inline_ Point& operator*=(const Matrix4x4& mat)
+ //! 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;
@@ -512,7 +512,7 @@
// Cast operators
- //! Cast a Point to a HPoint. w is set to zero.
+ //! Cast a IcePoint to a HPoint. w is set to zero.
operator HPoint() const;
inline_ operator const float*() const { return &x; }
@@ -522,7 +522,7 @@
float x, y, z;
};
- FUNCTION ICEMATHS_API void Normalize1(Point& a);
- FUNCTION ICEMATHS_API void Normalize2(Point& a);
+ FUNCTION ICEMATHS_API void Normalize1(IcePoint& a);
+ FUNCTION ICEMATHS_API void Normalize2(IcePoint& a);
#endif //__ICEPOINT_H__