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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 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__
+