/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * 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 Plane; 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 Plane& 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(Plane& 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__