summaryrefslogtreecommitdiffhomepage
path: root/contrib/Opcode/Ice/IcePoint.h
blob: 2ca1801cda02ca6d990bfde185139f50ae58c3a0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Contains code for 3D vectors.
 *	\file		IcePoint.h
 *	\author		Pierre Terdiman
 *	\date		April, 4, 2000
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __ICEPOINT_H__
#define __ICEPOINT_H__

	// Forward declarations
	class HPoint;
	class IcePlane;
	class Matrix3x3;
	class Matrix4x4;

	#define CROSS2D(a, b)	(a.x*b.y - b.x*a.y)

	const float EPSILON2 = 1.0e-20f;

	class ICEMATHS_API IcePoint
	{
		public:

		//! Empty constructor
		inline_					IcePoint()														{}
		//! Constructor from a single float
//		inline_					Point(float val) : x(val), y(val), z(val)					{}
// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
		//! Constructor from floats
		inline_					IcePoint(float _x, float _y, float _z) : x(_x), y(_y), z(_z)	{}
		//! Constructor from array
		inline_					IcePoint(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z])		{}
		//! Copy constructor
		inline_					IcePoint(const IcePoint& p) : x(p.x), y(p.y), z(p.z)				{}
		//! Destructor
		inline_					~IcePoint()													{}

		//! Clears the vector
		inline_	IcePoint&			Zero()									{ x =			y =			z = 0.0f;			return *this;	}

		//! + infinity
		inline_	IcePoint&			SetPlusInfinity()						{ x =			y =			z = MAX_FLOAT;		return *this;	}
		//! - infinity
		inline_	IcePoint&			SetMinusInfinity()						{ x =			y =			z = MIN_FLOAT;		return *this;	}

		//! Sets positive unit random vector
				IcePoint&			PositiveUnitRandomVector();
		//! Sets unit random vector
				IcePoint&			UnitRandomVector();

		//! Assignment from values
		inline_	IcePoint&			Set(float _x, float _y, float _z)		{ x  = _x;		y  = _y;	z  = _z;			return *this;	}
		//! Assignment from array
		inline_	IcePoint&			Set(const float f[3])					{ x  = f[_X];	y  = f[_Y];	z  = f[_Z];			return *this;	}
		//! Assignment from another point
		inline_	IcePoint&			Set(const IcePoint& src)					{ x  = src.x;	y  = src.y;	z  = src.z;			return *this;	}

		//! Adds a vector
		inline_	IcePoint&			Add(const IcePoint& p)						{ x += p.x;		y += p.y;	z += p.z;			return *this;	}
		//! Adds a vector
		inline_	IcePoint&			Add(float _x, float _y, float _z)		{ x += _x;		y += _y;	z += _z;			return *this;	}
		//! Adds a vector
		inline_	IcePoint&			Add(const float f[3])					{ x += f[_X];	y += f[_Y];	z += f[_Z];			return *this;	}
		//! Adds vectors
		inline_	IcePoint&			Add(const IcePoint& p, const IcePoint& q)		{ x = p.x+q.x;	y = p.y+q.y;	z = p.z+q.z;	return *this;	}

		//! Subtracts a vector
		inline_	IcePoint&			Sub(const IcePoint& p)						{ x -= p.x;		y -= p.y;	z -= p.z;			return *this;	}
		//! Subtracts a vector
		inline_	IcePoint&			Sub(float _x, float _y, float _z)		{ x -= _x;		y -= _y;	z -= _z;			return *this;	}
		//! Subtracts a vector
		inline_	IcePoint&			Sub(const float f[3])					{ x -= f[_X];	y -= f[_Y];	z -= f[_Z];			return *this;	}
		//! Subtracts vectors
		inline_	IcePoint&			Sub(const IcePoint& p, const IcePoint& q)		{ x = p.x-q.x;	y = p.y-q.y;	z = p.z-q.z;	return *this;	}

		//! this = -this
		inline_	IcePoint&			Neg()									{ x = -x;		y = -y;			z = -z;			return *this;	}
		//! this = -a
		inline_	IcePoint&			Neg(const IcePoint& a)						{ x = -a.x;		y = -a.y;		z = -a.z;		return *this;	}

		//! Multiplies by a scalar
		inline_	IcePoint&			Mult(float s)							{ x *= s;		y *= s;		z *= s;				return *this;	}

		//! this = a * scalar
		inline_	IcePoint&			Mult(const IcePoint& a, float scalar)
								{
									x = a.x * scalar;
									y = a.y * scalar;
									z = a.z * scalar;
									return *this;
								}

		//! this = a + b * scalar
		inline_	IcePoint&			Mac(const IcePoint& a, const IcePoint& b, float scalar)
								{
									x = a.x + b.x * scalar;
									y = a.y + b.y * scalar;
									z = a.z + b.z * scalar;
									return *this;
								}

		//! this = this + a * scalar
		inline_	IcePoint&			Mac(const IcePoint& a, float scalar)
								{
									x += a.x * scalar;
									y += a.y * scalar;
									z += a.z * scalar;
									return *this;
								}

		//! this = a - b * scalar
		inline_	IcePoint&			Msc(const IcePoint& a, const IcePoint& b, float scalar)
								{
									x = a.x - b.x * scalar;
									y = a.y - b.y * scalar;
									z = a.z - b.z * scalar;
									return *this;
								}

		//! this = this - a * scalar
		inline_	IcePoint&			Msc(const IcePoint& a, float scalar)
								{
									x -= a.x * scalar;
									y -= a.y * scalar;
									z -= a.z * scalar;
									return *this;
								}

		//! this = a + b * scalarb + c * scalarc
		inline_	IcePoint&			Mac2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
								{
									x = a.x + b.x * scalarb + c.x * scalarc;
									y = a.y + b.y * scalarb + c.y * scalarc;
									z = a.z + b.z * scalarb + c.z * scalarc;
									return *this;
								}

		//! this = a - b * scalarb - c * scalarc
		inline_	IcePoint&			Msc2(const IcePoint& a, const IcePoint& b, float scalarb, const IcePoint& c, float scalarc)
								{
									x = a.x - b.x * scalarb - c.x * scalarc;
									y = a.y - b.y * scalarb - c.y * scalarc;
									z = a.z - b.z * scalarb - c.z * scalarc;
									return *this;
								}

		//! this = mat * a
		inline_	IcePoint&			Mult(const Matrix3x3& mat, const IcePoint& a);

		//! this = mat1 * a1 + mat2 * a2
		inline_	IcePoint&			Mult2(const Matrix3x3& mat1, const IcePoint& a1, const Matrix3x3& mat2, const IcePoint& a2);

		//! this = this + mat * a
		inline_	IcePoint&			Mac(const Matrix3x3& mat, const IcePoint& a);

		//! this = transpose(mat) * a
		inline_	IcePoint&			TransMult(const Matrix3x3& mat, const IcePoint& a);

		//! Linear interpolate between two vectors: this = a + t * (b - a)
		inline_	IcePoint&			Lerp(const IcePoint& a, const IcePoint& b, float t)
								{
									x = a.x + t * (b.x - a.x);
									y = a.y + t * (b.y - a.y);
									z = a.z + t * (b.z - a.z);
									return *this;
								}

		//! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
		//! this =	p0 * (2t^2 - t^3 - t)/2
		//!			+ p1 * (3t^3 - 5t^2 + 2)/2
		//!			+ p2 * (4t^2 - 3t^3 + t)/2
		//!			+ p3 * (t^3 - t^2)/2
		inline_	IcePoint&			Herp(const IcePoint& p0, const IcePoint& p1, const IcePoint& p2, const IcePoint& p3, float t)
								{
									float t2 = t * t;
									float t3 = t2 * t;
									float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
									float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
									float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
									float kp3 = (t3 - t2) * 0.5f;
									x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
									y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
									z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
									return *this;
								}

		//! this = rotpos * r + linpos
		inline_	IcePoint&			Transform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);

		//! this = trans(rotpos) * (r - linpos)
		inline_	IcePoint&			InvTransform(const IcePoint& r, const Matrix3x3& rotpos, const IcePoint& linpos);

		//! Returns MIN(x, y, z);
		inline_	float			Min()				const		{ return MIN(x, MIN(y, z));												}
		//! Returns MAX(x, y, z);
		inline_	float			Max()				const		{ return MAX(x, MAX(y, z));												}
		//! Sets each element to be componentwise minimum
		inline_	IcePoint&			Min(const IcePoint& p)				{ x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z);	return *this;	}
		//! Sets each element to be componentwise maximum
		inline_	IcePoint&			Max(const IcePoint& p)				{ x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z);	return *this;	}

		//! Clamps each element
		inline_	IcePoint&			Clamp(float min, float max)
								{
									if(x<min)	x=min;	if(x>max)	x=max;
									if(y<min)	y=min;	if(y>max)	y=max;
									if(z<min)	z=min;	if(z>max)	z=max;
									return *this;
								}

		//! Computes square magnitude
		inline_	float			SquareMagnitude()	const		{ return x*x + y*y + z*z;												}
		//! Computes magnitude
		inline_	float			Magnitude()			const		{ return sqrtf(x*x + y*y + z*z);										}
		//! Computes volume
		inline_	float			Volume()			const		{ return x * y * z;														}

		//! Checks the IcePoint is near zero
		inline_	bool			ApproxZero()		const		{ return SquareMagnitude() < EPSILON2;									}

		//! Tests for exact zero vector
		inline_	BOOL			IsZero()			const
								{
									if(IR(x) || IR(y) || IR(z))	return FALSE;
									return TRUE;
								}

		//! Checks IcePoint validity
		inline_	BOOL			IsValid()			const
								{
									if(!IsValidFloat(x))	return FALSE;
									if(!IsValidFloat(y))	return FALSE;
									if(!IsValidFloat(z))	return FALSE;
									return TRUE;
								}

		//! Slighty moves the IcePoint
				void			Tweak(udword coord_mask, udword tweak_mask)
								{
									if(coord_mask&1)	{ udword Dummy = IR(x);	Dummy^=tweak_mask;	x = FR(Dummy); }
									if(coord_mask&2)	{ udword Dummy = IR(y);	Dummy^=tweak_mask;	y = FR(Dummy); }
									if(coord_mask&4)	{ udword Dummy = IR(z);	Dummy^=tweak_mask;	z = FR(Dummy); }
								}

		#define TWEAKMASK		0x3fffff
		#define TWEAKNOTMASK	~TWEAKMASK
		//! Slighty moves the IcePoint out
		inline_	void			TweakBigger()
								{
									udword	Dummy = (IR(x)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(x))	Dummy+=TWEAKMASK+1;	x = FR(Dummy);
											Dummy = (IR(y)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(y))	Dummy+=TWEAKMASK+1;	y = FR(Dummy);
											Dummy = (IR(z)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(z))	Dummy+=TWEAKMASK+1;	z = FR(Dummy);
								}

		//! Slighty moves the IcePoint in
		inline_	void			TweakSmaller()
								{
									udword	Dummy = (IR(x)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(x))	Dummy+=TWEAKMASK+1;	x = FR(Dummy);
											Dummy = (IR(y)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(y))	Dummy+=TWEAKMASK+1;	y = FR(Dummy);
											Dummy = (IR(z)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(z))	Dummy+=TWEAKMASK+1;	z = FR(Dummy);
								}

		//! Normalizes the vector
		inline_	IcePoint&			Normalize()
								{
									float M = x*x + y*y + z*z;
									if(M)
									{
										M = 1.0f / sqrtf(M);
										x *= M;
										y *= M;
										z *= M;
									}
									return *this;
								}

		//! Sets vector length
		inline_	IcePoint&			SetLength(float length)
								{
									float NewLength = length / Magnitude();
									x *= NewLength;
									y *= NewLength;
									z *= NewLength;
									return *this;
								}

		//! Clamps vector length
		inline_	IcePoint&			ClampLength(float limit_length)
								{
									if(limit_length>=0.0f)	// Magnitude must be positive
									{
										float CurrentSquareLength = SquareMagnitude();

										if(CurrentSquareLength > limit_length * limit_length)
										{
											float Coeff = limit_length / sqrtf(CurrentSquareLength);
											x *= Coeff;
											y *= Coeff;
											z *= Coeff;
										}
									}
									return *this;
								}

		//! Computes distance to another IcePoint
		inline_	float			Distance(const IcePoint& b)			const
								{
									return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
								}

		//! Computes square distance to another IcePoint
		inline_	float			SquareDistance(const IcePoint& b)		const
								{
									return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
								}

		//! Dot product dp = this|a
		inline_	float			Dot(const IcePoint& p)					const		{	return p.x * x + p.y * y + p.z * z;				}

		//! Cross product this = a x b
		inline_	IcePoint&			Cross(const IcePoint& a, const IcePoint& b)
								{
									x = a.y * b.z - a.z * b.y;
									y = a.z * b.x - a.x * b.z;
									z = a.x * b.y - a.y * b.x;
									return *this;
								}

		//! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
		inline_	udword			VectorCode()						const
								{
									return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
								}

		//! Returns largest axis
		inline_	PointComponent	LargestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = _X;
									if(Vals[_Y] > Vals[m]) m = _Y;
									if(Vals[_Z] > Vals[m]) m = _Z;
									return m;
								}

		//! Returns closest axis
		inline_	PointComponent	ClosestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = _X;
									if(AIR(Vals[_Y]) > AIR(Vals[m])) m = _Y;
									if(AIR(Vals[_Z]) > AIR(Vals[m])) m = _Z;
									return m;
								}

		//! Returns smallest axis
		inline_	PointComponent	SmallestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = _X;
									if(Vals[_Y] < Vals[m]) m = _Y;
									if(Vals[_Z] < Vals[m]) m = _Z;
									return m;
								}

		//! Refracts the IcePoint
				IcePoint&			Refract(const IcePoint& eye, const IcePoint& n, float refractindex, IcePoint& refracted);

		//! Projects the IcePoint onto a plane
				IcePoint&			ProjectToPlane(const IcePlane& p);

		//! Projects the IcePoint onto the screen
				void			ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;

		//! Unfolds the IcePoint onto a plane according to edge(a,b)
				IcePoint&			Unfold(IcePlane& p, IcePoint& a, IcePoint& b);

		//! Hash function from Ville Miettinen
		inline_	udword			GetHashValue()						const
								{
									const udword* h = (const udword*)(this);
									udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff;	// avoid problems with +-0
									return (f>>22)^(f>>12)^(f);
								}

		//! Stuff magic values in the IcePoint, marking it as explicitely not used.
				void			SetNotUsed();
		//! Checks the IcePoint is marked as not used
				BOOL			IsNotUsed()							const;

		// Arithmetic operators

		//! Unary operator for IcePoint Negate = - IcePoint
		inline_	IcePoint			operator-()							const		{ return IcePoint(-x, -y, -z);							}

		//! Operator for IcePoint Plus = IcePoint + IcePoint.
		inline_	IcePoint			operator+(const IcePoint& p)			const		{ return IcePoint(x + p.x, y + p.y, z + p.z);			}
		//! Operator for IcePoint Minus = IcePoint - IcePoint.
		inline_	IcePoint			operator-(const IcePoint& p)			const		{ return IcePoint(x - p.x, y - p.y, z - p.z);			}

		//! Operator for IcePoint Mul   = IcePoint * IcePoint.
		inline_	IcePoint			operator*(const IcePoint& p)			const		{ return IcePoint(x * p.x, y * p.y, z * p.z);			}
		//! Operator for IcePoint Scale = IcePoint * float.
		inline_	IcePoint			operator*(float s)					const		{ return IcePoint(x * s,   y * s,   z * s );			}
		//! Operator for IcePoint Scale = float * IcePoint.
		inline_ friend	IcePoint	operator*(float s, const IcePoint& p)				{ return IcePoint(s * p.x, s * p.y, s * p.z);			}

		//! Operator for IcePoint Div   = IcePoint / IcePoint.
		inline_	IcePoint			operator/(const IcePoint& p)			const		{ return IcePoint(x / p.x, y / p.y, z / p.z);			}
		//! Operator for IcePoint Scale = IcePoint / float.
		inline_	IcePoint			operator/(float s)					const		{ s = 1.0f / s; return IcePoint(x * s, y * s, z * s);	}
		//! Operator for IcePoint Scale = float / IcePoint.
		inline_	friend	IcePoint	operator/(float s, const IcePoint& p)				{ return IcePoint(s / p.x, s / p.y, s / p.z);			}

		//! Operator for float DotProd = IcePoint | IcePoint.
		inline_	float			operator|(const IcePoint& p)			const		{ return x*p.x + y*p.y + z*p.z;						}
		//! Operator for IcePoint VecProd = IcePoint ^ IcePoint.
		inline_	IcePoint			operator^(const IcePoint& p)			const
								{
									return IcePoint(
									y * p.z - z * p.y,
									z * p.x - x * p.z,
									x * p.y - y * p.x );
								}

		//! Operator for IcePoint += IcePoint.
		inline_	IcePoint&			operator+=(const IcePoint& p)						{ x += p.x; y += p.y; z += p.z;	return *this;		}
		//! Operator for IcePoint += float.
		inline_	IcePoint&			operator+=(float s)								{ x += s;   y += s;   z += s;	return *this;		}

		//! Operator for IcePoint -= IcePoint.
		inline_	IcePoint&			operator-=(const IcePoint& p)						{ x -= p.x; y -= p.y; z -= p.z;	return *this;		}
		//! Operator for IcePoint -= float.
		inline_	IcePoint&			operator-=(float s)								{ x -= s;   y -= s;   z -= s;	return *this;		}

		//! Operator for IcePoint *= IcePoint.
		inline_	IcePoint&			operator*=(const IcePoint& p)						{ x *= p.x; y *= p.y; z *= p.z;	return *this;		}
		//! Operator for IcePoint *= float.
		inline_	IcePoint&			operator*=(float s)								{ x *= s; y *= s; z *= s;		return *this;		}

		//! Operator for IcePoint /= IcePoint.
		inline_	IcePoint&			operator/=(const IcePoint& p)						{ x /= p.x; y /= p.y; z /= p.z;	return *this;		}
		//! Operator for IcePoint /= float.
		inline_	IcePoint&			operator/=(float s)								{ s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }

		// Logical operators

		//! Operator for "if(IcePoint==IcePoint)"
		inline_	bool			operator==(const IcePoint& p)			const		{ return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z)));	}
		//! Operator for "if(IcePoint!=IcePoint)"
		inline_	bool			operator!=(const IcePoint& p)			const		{ return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z)));	}

		// Arithmetic operators

		//! Operator for IcePoint Mul = IcePoint * Matrix3x3.
		inline_	IcePoint			operator*(const Matrix3x3& mat)		const
								{
									class ShadowMatrix3x3{ public: float m[3][3]; };	// To allow inlining
									const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;

									return IcePoint(
									x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
									x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
									x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
								}

		//! Operator for IcePoint Mul = IcePoint * Matrix4x4.
		inline_	IcePoint			operator*(const Matrix4x4& mat)		const
								{
									class ShadowMatrix4x4{ public: float m[4][4]; };	// To allow inlining
									const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;

									return IcePoint(
									x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
									x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
									x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
								}

		//! Operator for IcePoint *= Matrix3x3.
		inline_	IcePoint&			operator*=(const Matrix3x3& mat)
								{
									class ShadowMatrix3x3{ public: float m[3][3]; };	// To allow inlining
									const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;

									float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
									float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
									float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];

									x = xp;	y = yp;	z = zp;

									return *this;
								}

		//! Operator for IcePoint *= Matrix4x4.
		inline_	IcePoint&			operator*=(const Matrix4x4& mat)
								{
									class ShadowMatrix4x4{ public: float m[4][4]; };	// To allow inlining
									const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;

									float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
									float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
									float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];

									x = xp;	y = yp;	z = zp;

									return *this;
								}

		// Cast operators

		//! Cast a IcePoint to a HPoint. w is set to zero.
								operator	HPoint()				const;

		inline_					operator	const	float*() const	{ return &x; }
		inline_					operator			float*()		{ return &x; }

		public:
				float			x, y, z;
	};

	FUNCTION ICEMATHS_API void Normalize1(IcePoint& a);
	FUNCTION ICEMATHS_API void Normalize2(IcePoint& a);

#endif //__ICEPOINT_H__