From 81bb6873f1c0291fecbf6e429ad15ac3db66a4c0 Mon Sep 17 00:00:00 2001 From: Aki Date: Tue, 12 Mar 2024 22:07:03 +0100 Subject: Legal notices updated Rename contrib -> third-party intendes to express the origin and purpose of that part of the code better. I plan to readd contrib/ again but with more in-project things like bash-completions, dev workflow scripts etc. --- contrib/Opcode/Ice/IceAABB.cpp | 405 ---------------------- contrib/Opcode/Ice/IceAABB.h | 505 --------------------------- contrib/Opcode/Ice/IceAxes.h | 54 --- contrib/Opcode/Ice/IceBoundingSphere.h | 142 -------- contrib/Opcode/Ice/IceContainer.cpp | 357 ------------------- contrib/Opcode/Ice/IceContainer.h | 212 ------------ contrib/Opcode/Ice/IceFPU.h | 237 ------------- contrib/Opcode/Ice/IceHPoint.cpp | 70 ---- contrib/Opcode/Ice/IceHPoint.h | 157 --------- contrib/Opcode/Ice/IceIndexedTriangle.cpp | 548 ------------------------------ contrib/Opcode/Ice/IceIndexedTriangle.h | 64 ---- contrib/Opcode/Ice/IceLSS.h | 75 ---- contrib/Opcode/Ice/IceMatrix3x3.cpp | 48 --- contrib/Opcode/Ice/IceMatrix3x3.h | 496 --------------------------- contrib/Opcode/Ice/IceMatrix4x4.cpp | 135 -------- contrib/Opcode/Ice/IceMatrix4x4.h | 455 ------------------------- contrib/Opcode/Ice/IceMemoryMacros.h | 89 ----- contrib/Opcode/Ice/IceOBB.cpp | 323 ------------------ contrib/Opcode/Ice/IceOBB.h | 177 ---------- contrib/Opcode/Ice/IcePairs.h | 45 --- contrib/Opcode/Ice/IcePlane.cpp | 45 --- contrib/Opcode/Ice/IcePlane.h | 113 ------ contrib/Opcode/Ice/IcePoint.cpp | 193 ----------- contrib/Opcode/Ice/IcePoint.h | 528 ---------------------------- contrib/Opcode/Ice/IcePreprocessor.h | 132 ------- contrib/Opcode/Ice/IceRandom.cpp | 35 -- contrib/Opcode/Ice/IceRandom.h | 42 --- contrib/Opcode/Ice/IceRay.cpp | 84 ----- contrib/Opcode/Ice/IceRay.h | 98 ------ contrib/Opcode/Ice/IceRevisitedRadix.cpp | 520 ---------------------------- contrib/Opcode/Ice/IceRevisitedRadix.h | 65 ---- contrib/Opcode/Ice/IceSegment.cpp | 57 ---- contrib/Opcode/Ice/IceSegment.h | 55 --- contrib/Opcode/Ice/IceTriangle.cpp | 286 ---------------- contrib/Opcode/Ice/IceTriangle.h | 68 ---- contrib/Opcode/Ice/IceTrilist.h | 61 ---- contrib/Opcode/Ice/IceTypes.h | 164 --------- contrib/Opcode/Ice/IceUtils.cpp | 39 --- contrib/Opcode/Ice/IceUtils.h | 256 -------------- 39 files changed, 7435 deletions(-) delete mode 100644 contrib/Opcode/Ice/IceAABB.cpp delete mode 100644 contrib/Opcode/Ice/IceAABB.h delete mode 100644 contrib/Opcode/Ice/IceAxes.h delete mode 100644 contrib/Opcode/Ice/IceBoundingSphere.h delete mode 100644 contrib/Opcode/Ice/IceContainer.cpp delete mode 100644 contrib/Opcode/Ice/IceContainer.h delete mode 100644 contrib/Opcode/Ice/IceFPU.h delete mode 100644 contrib/Opcode/Ice/IceHPoint.cpp delete mode 100644 contrib/Opcode/Ice/IceHPoint.h delete mode 100644 contrib/Opcode/Ice/IceIndexedTriangle.cpp delete mode 100644 contrib/Opcode/Ice/IceIndexedTriangle.h delete mode 100644 contrib/Opcode/Ice/IceLSS.h delete mode 100644 contrib/Opcode/Ice/IceMatrix3x3.cpp delete mode 100644 contrib/Opcode/Ice/IceMatrix3x3.h delete mode 100644 contrib/Opcode/Ice/IceMatrix4x4.cpp delete mode 100644 contrib/Opcode/Ice/IceMatrix4x4.h delete mode 100644 contrib/Opcode/Ice/IceMemoryMacros.h delete mode 100644 contrib/Opcode/Ice/IceOBB.cpp delete mode 100644 contrib/Opcode/Ice/IceOBB.h delete mode 100644 contrib/Opcode/Ice/IcePairs.h delete mode 100644 contrib/Opcode/Ice/IcePlane.cpp delete mode 100644 contrib/Opcode/Ice/IcePlane.h delete mode 100644 contrib/Opcode/Ice/IcePoint.cpp delete mode 100644 contrib/Opcode/Ice/IcePoint.h delete mode 100644 contrib/Opcode/Ice/IcePreprocessor.h delete mode 100644 contrib/Opcode/Ice/IceRandom.cpp delete mode 100644 contrib/Opcode/Ice/IceRandom.h delete mode 100644 contrib/Opcode/Ice/IceRay.cpp delete mode 100644 contrib/Opcode/Ice/IceRay.h delete mode 100644 contrib/Opcode/Ice/IceRevisitedRadix.cpp delete mode 100644 contrib/Opcode/Ice/IceRevisitedRadix.h delete mode 100644 contrib/Opcode/Ice/IceSegment.cpp delete mode 100644 contrib/Opcode/Ice/IceSegment.h delete mode 100644 contrib/Opcode/Ice/IceTriangle.cpp delete mode 100644 contrib/Opcode/Ice/IceTriangle.h delete mode 100644 contrib/Opcode/Ice/IceTrilist.h delete mode 100644 contrib/Opcode/Ice/IceTypes.h delete mode 100644 contrib/Opcode/Ice/IceUtils.cpp delete mode 100644 contrib/Opcode/Ice/IceUtils.h (limited to 'contrib/Opcode/Ice') diff --git a/contrib/Opcode/Ice/IceAABB.cpp b/contrib/Opcode/Ice/IceAABB.cpp deleted file mode 100644 index 03bca6c..0000000 --- a/contrib/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) 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 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/contrib/Opcode/Ice/IceAxes.h b/contrib/Opcode/Ice/IceAxes.h deleted file mode 100644 index 842b55e..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceBoundingSphere.h b/contrib/Opcode/Ice/IceBoundingSphere.h deleted file mode 100644 index df2861d..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceContainer.cpp b/contrib/Opcode/Ice/IceContainer.cpp deleted file mode 100644 index dc59602..0000000 --- a/contrib/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(mMaxNbEntriesmMaxNbEntries) 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=0 && i - #include - - #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/contrib/Opcode/Ice/IceHPoint.cpp b/contrib/Opcode/Ice/IceHPoint.cpp deleted file mode 100644 index daa7038..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceHPoint.h b/contrib/Opcode/Ice/IceHPoint.h deleted file mode 100644 index f7d0d16..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceIndexedTriangle.cpp b/contrib/Opcode/Ice/IceIndexedTriangle.cpp deleted file mode 100644 index 3e74cbb..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceIndexedTriangle.h b/contrib/Opcode/Ice/IceIndexedTriangle.h deleted file mode 100644 index ef279c2..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceLSS.h b/contrib/Opcode/Ice/IceLSS.h deleted file mode 100644 index e4c9ef8..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceMatrix3x3.cpp b/contrib/Opcode/Ice/IceMatrix3x3.cpp deleted file mode 100644 index c856366..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceMatrix3x3.h b/contrib/Opcode/Ice/IceMatrix3x3.h deleted file mode 100644 index 3356103..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceMatrix4x4.cpp b/contrib/Opcode/Ice/IceMatrix4x4.cpp deleted file mode 100644 index f9d8997..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceMatrix4x4.h b/contrib/Opcode/Ice/IceMatrix4x4.h deleted file mode 100644 index 82ebc05..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceMemoryMacros.h b/contrib/Opcode/Ice/IceMemoryMacros.h deleted file mode 100644 index 0987e11..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceOBB.cpp b/contrib/Opcode/Ice/IceOBB.cpp deleted file mode 100644 index ac9dbf7..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceOBB.h b/contrib/Opcode/Ice/IceOBB.h deleted file mode 100644 index c55c2d5..0000000 --- a/contrib/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/contrib/Opcode/Ice/IcePairs.h b/contrib/Opcode/Ice/IcePairs.h deleted file mode 100644 index 2c09b92..0000000 --- a/contrib/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/contrib/Opcode/Ice/IcePlane.cpp b/contrib/Opcode/Ice/IcePlane.cpp deleted file mode 100644 index f198843..0000000 --- a/contrib/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/contrib/Opcode/Ice/IcePlane.h b/contrib/Opcode/Ice/IcePlane.h deleted file mode 100644 index 5c93b90..0000000 --- a/contrib/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/contrib/Opcode/Ice/IcePoint.cpp b/contrib/Opcode/Ice/IcePoint.cpp deleted file mode 100644 index 616b08c..0000000 --- a/contrib/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/contrib/Opcode/Ice/IcePoint.h b/contrib/Opcode/Ice/IcePoint.h deleted file mode 100644 index 2ca1801..0000000 --- a/contrib/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(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 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/contrib/Opcode/Ice/IcePreprocessor.h b/contrib/Opcode/Ice/IcePreprocessor.h deleted file mode 100644 index d4ca850..0000000 --- a/contrib/Opcode/Ice/IcePreprocessor.h +++ /dev/null @@ -1,132 +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 - - #ifdef WIN32 - #ifndef ICE_NO_DLL - #ifdef ICECORE_EXPORTS - #define ICECORE_API __declspec(dllexport) - #else - #define ICECORE_API __declspec(dllimport) - #endif - #else - #define ICECORE_API - #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/contrib/Opcode/Ice/IceRandom.cpp b/contrib/Opcode/Ice/IceRandom.cpp deleted file mode 100644 index 305721d..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceRandom.h b/contrib/Opcode/Ice/IceRandom.h deleted file mode 100644 index 3170b33..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceRay.cpp b/contrib/Opcode/Ice/IceRay.cpp deleted file mode 100644 index d7c617a..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceRay.h b/contrib/Opcode/Ice/IceRay.h deleted file mode 100644 index 4c0d6d9..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceRevisitedRadix.cpp b/contrib/Opcode/Ice/IceRevisitedRadix.cpp deleted file mode 100644 index b654995..0000000 --- a/contrib/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(ValCurSize) 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>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>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=SqrLen) - { - fT = 1.0f; - Diff -= Dir; - } - else - { - fT /= SqrLen; - Diff -= fT*Dir; - } - } - - if(t) *t = fT; - - return Diff.SquareMagnitude(); -} diff --git a/contrib/Opcode/Ice/IceSegment.h b/contrib/Opcode/Ice/IceSegment.h deleted file mode 100644 index 72ddceb..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceTriangle.cpp b/contrib/Opcode/Ice/IceTriangle.cpp deleted file mode 100644 index e55f73e..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceTriangle.h b/contrib/Opcode/Ice/IceTriangle.h deleted file mode 100644 index e5c8426..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceTrilist.h b/contrib/Opcode/Ice/IceTrilist.h deleted file mode 100644 index 057f8df..0000000 --- a/contrib/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/contrib/Opcode/Ice/IceTypes.h b/contrib/Opcode/Ice/IceTypes.h deleted file mode 100644 index 75104fa..0000000 --- a/contrib/Opcode/Ice/IceTypes.h +++ /dev/null @@ -1,164 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * Contains custom types. - * \file IceTypes.h - * \author Pierre Terdiman - * \date April, 4, 2000 - */ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Include Guard -#ifndef __ICETYPES_H__ -#define __ICETYPES_H__ - -#include - - #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 std::int8_t sbyte; - typedef std::uint8_t ubyte; - typedef std::int16_t sword; - typedef std::uint16_t uword; - typedef std::int32_t sdword; - typedef std::uint32_t udword; - typedef std::int64_t sqword; - typedef std::uint64_t uqword; - typedef float float32; - typedef double float64; - - 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); - ICE_COMPILE_TIME_ASSERT(sizeof(float32)==4); - ICE_COMPILE_TIME_ASSERT(sizeof(float64)==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() - #ifndef WIN32 - #define __stdcall - #endif - - 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 inline_ const T& TMin (const T& a, const T& b) { return b < a ? b : a; } - template inline_ const T& TMax (const T& a, const T& b) { return a < b ? b : a; } - template inline_ void TSetMin (T& a, const T& b) { if(a>b) a = b; } - template inline_ void TSetMax (T& a, const T& b) { if(a> 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<> 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 inline_ void TSwap(Type& a, Type& b) { const Type c = a; a = b; b = c; } - template inline_ Type TClamp(const Type& x, const Type& lo, const Type& hi) { return ((xhi) ? hi : x); } - - template inline_ void TSort(Type& a, Type& b) - { - if(a>b) TSwap(a, b); - } - - template 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__ -- cgit v1.1