From 104ad1eaba7ada2d5f9b18ced70d06721908f0be Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 23:18:37 +0200 Subject: Removed unused OpcodeLib --- Opcode/OpcodeLib/Ice/IcePoint.h | 528 ---------------------------------------- 1 file changed, 528 deletions(-) delete mode 100644 Opcode/OpcodeLib/Ice/IcePoint.h (limited to 'Opcode/OpcodeLib/Ice/IcePoint.h') diff --git a/Opcode/OpcodeLib/Ice/IcePoint.h b/Opcode/OpcodeLib/Ice/IcePoint.h deleted file mode 100644 index 6b67409..0000000 --- a/Opcode/OpcodeLib/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_ IcePoint(float val) : x(val), y(val), z(val) {} -// Removed since it introduced the nasty "IcePoint 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(xmax) x=max; - if(ymax) y=max; - if(zmax) 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 point 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 point 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 point - 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 point 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 point 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 point - 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 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 point - IcePoint& Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted); - - //! Projects the point onto a plane - IcePoint& ProjectToPlane(const IcePlane& p); - - //! Projects the point 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) - 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 point, marking it as explicitely not used. - void SetNotUsed(); - //! Checks the point 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__ -- cgit v1.1