diff options
Diffstat (limited to 'Opcode/Ice/IcePoint.h')
-rw-r--r-- | Opcode/Ice/IcePoint.h | 1056 |
1 files changed, 528 insertions, 528 deletions
diff --git a/Opcode/Ice/IcePoint.h b/Opcode/Ice/IcePoint.h index bb06684..2ca1801 100644 --- a/Opcode/Ice/IcePoint.h +++ b/Opcode/Ice/IcePoint.h @@ -1,528 +1,528 @@ -///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * 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__
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * 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__ |