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Viewing changes to src/components/ogre/ogreopcode/include/Opcode/Ice/IcePoint.h

  • Committer: Bazaar Package Importer
  • Author(s): Michael Koch
  • Date: 2009-10-22 23:21:17 UTC
  • mfrom: (1.1.1 upstream) (2.1.1 sid)
  • Revision ID: james.westby@ubuntu.com-20091022232117-isr8u3402qmu7ilo
Tags: 0.5.7-1
* New upstream release.
  - Compile against current ogre (Closes: #551431)
  - Removed debian/patches/ember-gcc4.4.patch. Merged upstream.
  - Updated Depends on ember-media.
* Add libboost-thread-dev tp Build-Depends.
* Make debian/rules independent from upstream version.
* Updated watch file to allow automatic download of new upstream
  tarballs.

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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
2
 
/**
3
 
 *      Contains code for 3D vectors.
4
 
 *      \file           IcePoint.h
5
 
 *      \author         Pierre Terdiman
6
 
 *      \date           April, 4, 2000
7
 
 */
8
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
9
 
 
10
 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
11
 
// Include Guard
12
 
#ifndef __ICEPOINT_H__
13
 
#define __ICEPOINT_H__
14
 
 
15
 
        // Forward declarations
16
 
        class HPoint;
17
 
        class Plane;
18
 
        class Matrix3x3;
19
 
        class Matrix4x4;
20
 
 
21
 
        #define CROSS2D(a, b)   (a.x*b.y - b.x*a.y)
22
 
 
23
 
        const float EPSILON2 = 1.0e-20f;
24
 
 
25
 
        class Point
26
 
        {
27
 
                public:
28
 
 
29
 
                //! Empty constructor
30
 
                inline_                                 Point()                                                                                                         {}
31
 
                //! Constructor from a single float
32
 
//              inline_                                 Point(float val) : x(val), y(val), z(val)                                       {}
33
 
// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
34
 
                //! Constructor from floats
35
 
                inline_                                 Point(float _x, float _y, float _z) : x(_x), y(_y), z(_z)       {}
36
 
                //! Constructor from array
37
 
                inline_                                 Point(const float f[3]) : x(f[_X]), y(f[_Y]), z(f[_Z])          {}
38
 
                //! Copy constructor
39
 
                inline_                                 Point(const Point& p) : x(p.x), y(p.y), z(p.z)                          {}
40
 
                //! Destructor
41
 
                inline_                                 ~Point()                                                                                                        {}
42
 
 
43
 
                //! Clears the vector
44
 
                inline_ Point&                  Zero()                                                                  { x =                   y =                     z = 0.0f;                       return *this;   }
45
 
 
46
 
                //! + infinity
47
 
                inline_ Point&                  SetPlusInfinity()                                               { x =                   y =                     z = MAX_FLOAT;          return *this;   }
48
 
                //! - infinity
49
 
                inline_ Point&                  SetMinusInfinity()                                              { x =                   y =                     z = MIN_FLOAT;          return *this;   }
50
 
 
51
 
                //! Sets positive unit random vector
52
 
                                Point&                  PositiveUnitRandomVector();
53
 
                //! Sets unit random vector
54
 
                                Point&                  UnitRandomVector();
55
 
 
56
 
                //! Assignment from values
57
 
                inline_ Point&                  Set(float _x, float _y, float _z)               { x  = _x;              y  = _y;        z  = _z;                        return *this;   }
58
 
                //! Assignment from array
59
 
                inline_ Point&                  Set(const float f[3])                                   { x  = f[_X];   y  = f[_Y];     z  = f[_Z];                     return *this;   }
60
 
                //! Assignment from another point
61
 
                inline_ Point&                  Set(const Point& src)                                   { x  = src.x;   y  = src.y;     z  = src.z;                     return *this;   }
62
 
 
63
 
                //! Adds a vector
64
 
                inline_ Point&                  Add(const Point& p)                                             { x += p.x;             y += p.y;       z += p.z;                       return *this;   }
65
 
                //! Adds a vector
66
 
                inline_ Point&                  Add(float _x, float _y, float _z)               { x += _x;              y += _y;        z += _z;                        return *this;   }
67
 
                //! Adds a vector
68
 
                inline_ Point&                  Add(const float f[3])                                   { x += f[_X];   y += f[_Y];     z += f[_Z];                     return *this;   }
69
 
                //! Adds vectors
70
 
                inline_ Point&                  Add(const Point& p, const Point& q)             { x = p.x+q.x;  y = p.y+q.y;    z = p.z+q.z;    return *this;   }
71
 
 
72
 
                //! Subtracts a vector
73
 
                inline_ Point&                  Sub(const Point& p)                                             { x -= p.x;             y -= p.y;       z -= p.z;                       return *this;   }
74
 
                //! Subtracts a vector
75
 
                inline_ Point&                  Sub(float _x, float _y, float _z)               { x -= _x;              y -= _y;        z -= _z;                        return *this;   }
76
 
                //! Subtracts a vector
77
 
                inline_ Point&                  Sub(const float f[3])                                   { x -= f[_X];   y -= f[_Y];     z -= f[_Z];                     return *this;   }
78
 
                //! Subtracts vectors
79
 
                inline_ Point&                  Sub(const Point& p, const Point& q)             { x = p.x-q.x;  y = p.y-q.y;    z = p.z-q.z;    return *this;   }
80
 
 
81
 
                //! this = -this
82
 
                inline_ Point&                  Neg()                                                                   { x = -x;               y = -y;                 z = -z;                 return *this;   }
83
 
                //! this = -a
84
 
                inline_ Point&                  Neg(const Point& a)                                             { x = -a.x;             y = -a.y;               z = -a.z;               return *this;   }
85
 
 
86
 
                //! Multiplies by a scalar
87
 
                inline_ Point&                  Mult(float s)                                                   { x *= s;               y *= s;         z *= s;                         return *this;   }
88
 
 
89
 
                //! this = a * scalar
90
 
                inline_ Point&                  Mult(const Point& a, float scalar)
91
 
                                                                {
92
 
                                                                        x = a.x * scalar;
93
 
                                                                        y = a.y * scalar;
94
 
                                                                        z = a.z * scalar;
95
 
                                                                        return *this;
96
 
                                                                }
97
 
 
98
 
                //! this = a + b * scalar
99
 
                inline_ Point&                  Mac(const Point& a, const Point& b, float scalar)
100
 
                                                                {
101
 
                                                                        x = a.x + b.x * scalar;
102
 
                                                                        y = a.y + b.y * scalar;
103
 
                                                                        z = a.z + b.z * scalar;
104
 
                                                                        return *this;
105
 
                                                                }
106
 
 
107
 
                //! this = this + a * scalar
108
 
                inline_ Point&                  Mac(const Point& a, float scalar)
109
 
                                                                {
110
 
                                                                        x += a.x * scalar;
111
 
                                                                        y += a.y * scalar;
112
 
                                                                        z += a.z * scalar;
113
 
                                                                        return *this;
114
 
                                                                }
115
 
 
116
 
                //! this = a - b * scalar
117
 
                inline_ Point&                  Msc(const Point& a, const Point& b, float scalar)
118
 
                                                                {
119
 
                                                                        x = a.x - b.x * scalar;
120
 
                                                                        y = a.y - b.y * scalar;
121
 
                                                                        z = a.z - b.z * scalar;
122
 
                                                                        return *this;
123
 
                                                                }
124
 
 
125
 
                //! this = this - a * scalar
126
 
                inline_ Point&                  Msc(const Point& a, float scalar)
127
 
                                                                {
128
 
                                                                        x -= a.x * scalar;
129
 
                                                                        y -= a.y * scalar;
130
 
                                                                        z -= a.z * scalar;
131
 
                                                                        return *this;
132
 
                                                                }
133
 
 
134
 
                //! this = a + b * scalarb + c * scalarc
135
 
                inline_ Point&                  Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
136
 
                                                                {
137
 
                                                                        x = a.x + b.x * scalarb + c.x * scalarc;
138
 
                                                                        y = a.y + b.y * scalarb + c.y * scalarc;
139
 
                                                                        z = a.z + b.z * scalarb + c.z * scalarc;
140
 
                                                                        return *this;
141
 
                                                                }
142
 
 
143
 
                //! this = a - b * scalarb - c * scalarc
144
 
                inline_ Point&                  Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
145
 
                                                                {
146
 
                                                                        x = a.x - b.x * scalarb - c.x * scalarc;
147
 
                                                                        y = a.y - b.y * scalarb - c.y * scalarc;
148
 
                                                                        z = a.z - b.z * scalarb - c.z * scalarc;
149
 
                                                                        return *this;
150
 
                                                                }
151
 
 
152
 
                //! this = mat * a
153
 
                inline_ Point&                  Mult(const Matrix3x3& mat, const Point& a);
154
 
 
155
 
                //! this = mat1 * a1 + mat2 * a2
156
 
                inline_ Point&                  Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2);
157
 
 
158
 
                //! this = this + mat * a
159
 
                inline_ Point&                  Mac(const Matrix3x3& mat, const Point& a);
160
 
 
161
 
                //! this = transpose(mat) * a
162
 
                inline_ Point&                  TransMult(const Matrix3x3& mat, const Point& a);
163
 
 
164
 
                //! Linear interpolate between two vectors: this = a + t * (b - a)
165
 
                inline_ Point&                  Lerp(const Point& a, const Point& b, float t)
166
 
                                                                {
167
 
                                                                        x = a.x + t * (b.x - a.x);
168
 
                                                                        y = a.y + t * (b.y - a.y);
169
 
                                                                        z = a.z + t * (b.z - a.z);
170
 
                                                                        return *this;
171
 
                                                                }
172
 
 
173
 
                //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
174
 
                //! this =      p0 * (2t^2 - t^3 - t)/2
175
 
                //!                     + p1 * (3t^3 - 5t^2 + 2)/2
176
 
                //!                     + p2 * (4t^2 - 3t^3 + t)/2
177
 
                //!                     + p3 * (t^3 - t^2)/2
178
 
                inline_ Point&                  Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t)
179
 
                                                                {
180
 
                                                                        float t2 = t * t;
181
 
                                                                        float t3 = t2 * t;
182
 
                                                                        float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
183
 
                                                                        float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
184
 
                                                                        float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
185
 
                                                                        float kp3 = (t3 - t2) * 0.5f;
186
 
                                                                        x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
187
 
                                                                        y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
188
 
                                                                        z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
189
 
                                                                        return *this;
190
 
                                                                }
191
 
 
192
 
                //! this = rotpos * r + linpos
193
 
                inline_ Point&                  Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
194
 
 
195
 
                //! this = trans(rotpos) * (r - linpos)
196
 
                inline_ Point&                  InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);
197
 
 
198
 
                //! Returns MIN(x, y, z);
199
 
                inline_ float                   Min()                           const           { return MIN(x, MIN(y, z));                                                                                             }
200
 
                //! Returns MAX(x, y, z);
201
 
                inline_ float                   Max()                           const           { return MAX(x, MAX(y, z));                                                                                             }
202
 
                //! Sets each element to be componentwise minimum
203
 
                inline_ Point&                  Min(const Point& p)                             { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z);    return *this;   }
204
 
                //! Sets each element to be componentwise maximum
205
 
                inline_ Point&                  Max(const Point& p)                             { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z);    return *this;   }
206
 
 
207
 
                //! Clamps each element
208
 
                inline_ Point&                  Clamp(float min, float max)
209
 
                                                                {
210
 
                                                                        if(x<min)       x=min;  if(x>max)       x=max;
211
 
                                                                        if(y<min)       y=min;  if(y>max)       y=max;
212
 
                                                                        if(z<min)       z=min;  if(z>max)       z=max;
213
 
                                                                        return *this;
214
 
                                                                }
215
 
 
216
 
                //! Computes square magnitude
217
 
                inline_ float                   SquareMagnitude()       const           { return x*x + y*y + z*z;                                                                                               }
218
 
                //! Computes magnitude
219
 
                inline_ float                   Magnitude()                     const           { return sqrtf(x*x + y*y + z*z);                                                                                }
220
 
                //! Computes volume
221
 
                inline_ float                   Volume()                        const           { return x * y * z;                                                                                                             }
222
 
 
223
 
                //! Checks the point is near zero
224
 
                inline_ bool                    ApproxZero()            const           { return SquareMagnitude() < EPSILON2;                                                                  }
225
 
 
226
 
                //! Tests for exact zero vector
227
 
                inline_ BOOL                    IsZero()                        const
228
 
                                                                {
229
 
                                                                        if(IR(x) || IR(y) || IR(z))     return FALSE;
230
 
                                                                        return TRUE;
231
 
                                                                }
232
 
 
233
 
                //! Checks point validity
234
 
                inline_ BOOL                    IsValid()                       const
235
 
                                                                {
236
 
                                                                        if(!IsValidFloat(x))    return FALSE;
237
 
                                                                        if(!IsValidFloat(y))    return FALSE;
238
 
                                                                        if(!IsValidFloat(z))    return FALSE;
239
 
                                                                        return TRUE;
240
 
                                                                }
241
 
 
242
 
                //! Slighty moves the point
243
 
                                void                    Tweak(udword coord_mask, udword tweak_mask)
244
 
                                                                {
245
 
                                                                        if(coord_mask&1)        { udword Dummy = IR(x); Dummy^=tweak_mask;      x = FR(Dummy); }
246
 
                                                                        if(coord_mask&2)        { udword Dummy = IR(y); Dummy^=tweak_mask;      y = FR(Dummy); }
247
 
                                                                        if(coord_mask&4)        { udword Dummy = IR(z); Dummy^=tweak_mask;      z = FR(Dummy); }
248
 
                                                                }
249
 
 
250
 
                #define TWEAKMASK               0x3fffff
251
 
                #define TWEAKNOTMASK    ~TWEAKMASK
252
 
                //! Slighty moves the point out
253
 
                inline_ void                    TweakBigger()
254
 
                                                                {
255
 
                                                                        udword  Dummy = (IR(x)&TWEAKNOTMASK);   if(!IS_NEGATIVE_FLOAT(x))       Dummy+=TWEAKMASK+1;     x = FR(Dummy);
256
 
                                                                                        Dummy = (IR(y)&TWEAKNOTMASK);   if(!IS_NEGATIVE_FLOAT(y))       Dummy+=TWEAKMASK+1;     y = FR(Dummy);
257
 
                                                                                        Dummy = (IR(z)&TWEAKNOTMASK);   if(!IS_NEGATIVE_FLOAT(z))       Dummy+=TWEAKMASK+1;     z = FR(Dummy);
258
 
                                                                }
259
 
 
260
 
                //! Slighty moves the point in
261
 
                inline_ void                    TweakSmaller()
262
 
                                                                {
263
 
                                                                        udword  Dummy = (IR(x)&TWEAKNOTMASK);   if(IS_NEGATIVE_FLOAT(x))        Dummy+=TWEAKMASK+1;     x = FR(Dummy);
264
 
                                                                                        Dummy = (IR(y)&TWEAKNOTMASK);   if(IS_NEGATIVE_FLOAT(y))        Dummy+=TWEAKMASK+1;     y = FR(Dummy);
265
 
                                                                                        Dummy = (IR(z)&TWEAKNOTMASK);   if(IS_NEGATIVE_FLOAT(z))        Dummy+=TWEAKMASK+1;     z = FR(Dummy);
266
 
                                                                }
267
 
 
268
 
                //! Normalizes the vector
269
 
                inline_ Point&                  Normalize()
270
 
                                                                {
271
 
                                                                        float M = x*x + y*y + z*z;
272
 
                                                                        if(M)
273
 
                                                                        {
274
 
                                                                                M = 1.0f / sqrtf(M);
275
 
                                                                                x *= M;
276
 
                                                                                y *= M;
277
 
                                                                                z *= M;
278
 
                                                                        }
279
 
                                                                        return *this;
280
 
                                                                }
281
 
 
282
 
                //! Sets vector length
283
 
                inline_ Point&                  SetLength(float length)
284
 
                                                                {
285
 
                                                                        float NewLength = length / Magnitude();
286
 
                                                                        x *= NewLength;
287
 
                                                                        y *= NewLength;
288
 
                                                                        z *= NewLength;
289
 
                                                                        return *this;
290
 
                                                                }
291
 
 
292
 
                //! Clamps vector length
293
 
                inline_ Point&                  ClampLength(float limit_length)
294
 
                                                                {
295
 
                                                                        if(limit_length>=0.0f)  // Magnitude must be positive
296
 
                                                                        {
297
 
                                                                                float CurrentSquareLength = SquareMagnitude();
298
 
 
299
 
                                                                                if(CurrentSquareLength > limit_length * limit_length)
300
 
                                                                                {
301
 
                                                                                        float Coeff = limit_length / sqrtf(CurrentSquareLength);
302
 
                                                                                        x *= Coeff;
303
 
                                                                                        y *= Coeff;
304
 
                                                                                        z *= Coeff;
305
 
                                                                                }
306
 
                                                                        }
307
 
                                                                        return *this;
308
 
                                                                }
309
 
 
310
 
                //! Computes distance to another point
311
 
                inline_ float                   Distance(const Point& b)                        const
312
 
                                                                {
313
 
                                                                        return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
314
 
                                                                }
315
 
 
316
 
                //! Computes square distance to another point
317
 
                inline_ float                   SquareDistance(const Point& b)          const
318
 
                                                                {
319
 
                                                                        return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
320
 
                                                                }
321
 
 
322
 
                //! Dot product dp = this|a
323
 
                inline_ float                   Dot(const Point& p)                                     const           {       return p.x * x + p.y * y + p.z * z;                             }
324
 
 
325
 
                //! Cross product this = a x b
326
 
                inline_ Point&                  Cross(const Point& a, const Point& b)
327
 
                                                                {
328
 
                                                                        x = a.y * b.z - a.z * b.y;
329
 
                                                                        y = a.z * b.x - a.x * b.z;
330
 
                                                                        z = a.x * b.y - a.y * b.x;
331
 
                                                                        return *this;
332
 
                                                                }
333
 
 
334
 
                //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
335
 
                inline_ udword                  VectorCode()                                            const
336
 
                                                                {
337
 
                                                                        return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
338
 
                                                                }
339
 
 
340
 
                //! Returns largest axis
341
 
                inline_ PointComponent  LargestAxis()                                           const
342
 
                                                                {
343
 
                                                                        const float* Vals = &x;
344
 
                                                                        PointComponent m = _X;
345
 
                                                                        if(Vals[_Y] > Vals[m]) m = _Y;
346
 
                                                                        if(Vals[_Z] > Vals[m]) m = _Z;
347
 
                                                                        return m;
348
 
                                                                }
349
 
 
350
 
                //! Returns closest axis
351
 
                inline_ PointComponent  ClosestAxis()                                           const
352
 
                                                                {
353
 
                                                                        const float* Vals = &x;
354
 
                                                                        PointComponent m = _X;
355
 
                                                                        if(AIR(Vals[_Y]) > AIR(Vals[m])) m = _Y;
356
 
                                                                        if(AIR(Vals[_Z]) > AIR(Vals[m])) m = _Z;
357
 
                                                                        return m;
358
 
                                                                }
359
 
 
360
 
                //! Returns smallest axis
361
 
                inline_ PointComponent  SmallestAxis()                                          const
362
 
                                                                {
363
 
                                                                        const float* Vals = &x;
364
 
                                                                        PointComponent m = _X;
365
 
                                                                        if(Vals[_Y] < Vals[m]) m = _Y;
366
 
                                                                        if(Vals[_Z] < Vals[m]) m = _Z;
367
 
                                                                        return m;
368
 
                                                                }
369
 
 
370
 
                //! Refracts the point
371
 
                                Point&                  Refract(const Point& eye, const Point& n, float refractindex, Point& refracted);
372
 
 
373
 
                //! Projects the point onto a plane
374
 
                                Point&                  ProjectToPlane(const Plane& p);
375
 
 
376
 
                //! Projects the point onto the screen
377
 
                                void                    ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;
378
 
 
379
 
                //! Unfolds the point onto a plane according to edge(a,b)
380
 
                                Point&                  Unfold(Plane& p, Point& a, Point& b);
381
 
 
382
 
                //! Hash function from Ville Miettinen
383
 
                inline_ udword                  GetHashValue()                                          const
384
 
                                                                {
385
 
                                                                        const udword* h = (const udword*)(this);
386
 
                                                                        udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff;       // avoid problems with +-0
387
 
                                                                        return (f>>22)^(f>>12)^(f);
388
 
                                                                }
389
 
 
390
 
                //! Stuff magic values in the point, marking it as explicitely not used.
391
 
                                void                    SetNotUsed();
392
 
                //! Checks the point is marked as not used
393
 
                                BOOL                    IsNotUsed()                                                     const;
394
 
 
395
 
                // Arithmetic operators
396
 
 
397
 
                //! Unary operator for Point Negate = - Point
398
 
                inline_ Point                   operator-()                                                     const           { return Point(-x, -y, -z);                                                     }
399
 
 
400
 
                //! Operator for Point Plus = Point + Point.
401
 
                inline_ Point                   operator+(const Point& p)                       const           { return Point(x + p.x, y + p.y, z + p.z);                      }
402
 
                //! Operator for Point Minus = Point - Point.
403
 
                inline_ Point                   operator-(const Point& p)                       const           { return Point(x - p.x, y - p.y, z - p.z);                      }
404
 
 
405
 
                //! Operator for Point Mul   = Point * Point.
406
 
                inline_ Point                   operator*(const Point& p)                       const           { return Point(x * p.x, y * p.y, z * p.z);                      }
407
 
                //! Operator for Point Scale = Point * float.
408
 
                inline_ Point                   operator*(float s)                                      const           { return Point(x * s,   y * s,   z * s );                       }
409
 
                //! Operator for Point Scale = float * Point.
410
 
                inline_ friend  Point   operator*(float s, const Point& p)                              { return Point(s * p.x, s * p.y, s * p.z);                      }
411
 
 
412
 
                //! Operator for Point Div   = Point / Point.
413
 
                inline_ Point                   operator/(const Point& p)                       const           { return Point(x / p.x, y / p.y, z / p.z);                      }
414
 
                //! Operator for Point Scale = Point / float.
415
 
                inline_ Point                   operator/(float s)                                      const           { s = 1.0f / s; return Point(x * s, y * s, z * s);      }
416
 
                //! Operator for Point Scale = float / Point.
417
 
                inline_ friend  Point   operator/(float s, const Point& p)                              { return Point(s / p.x, s / p.y, s / p.z);                      }
418
 
 
419
 
                //! Operator for float DotProd = Point | Point.
420
 
                inline_ float                   operator|(const Point& p)                       const           { return x*p.x + y*p.y + z*p.z;                                         }
421
 
                //! Operator for Point VecProd = Point ^ Point.
422
 
                inline_ Point                   operator^(const Point& p)                       const
423
 
                                                                {
424
 
                                                                        return Point(
425
 
                                                                        y * p.z - z * p.y,
426
 
                                                                        z * p.x - x * p.z,
427
 
                                                                        x * p.y - y * p.x );
428
 
                                                                }
429
 
 
430
 
                //! Operator for Point += Point.
431
 
                inline_ Point&                  operator+=(const Point& p)                                              { x += p.x; y += p.y; z += p.z; return *this;           }
432
 
                //! Operator for Point += float.
433
 
                inline_ Point&                  operator+=(float s)                                                             { x += s;   y += s;   z += s;   return *this;           }
434
 
 
435
 
                //! Operator for Point -= Point.
436
 
                inline_ Point&                  operator-=(const Point& p)                                              { x -= p.x; y -= p.y; z -= p.z; return *this;           }
437
 
                //! Operator for Point -= float.
438
 
                inline_ Point&                  operator-=(float s)                                                             { x -= s;   y -= s;   z -= s;   return *this;           }
439
 
 
440
 
                //! Operator for Point *= Point.
441
 
                inline_ Point&                  operator*=(const Point& p)                                              { x *= p.x; y *= p.y; z *= p.z; return *this;           }
442
 
                //! Operator for Point *= float.
443
 
                inline_ Point&                  operator*=(float s)                                                             { x *= s; y *= s; z *= s;               return *this;           }
444
 
 
445
 
                //! Operator for Point /= Point.
446
 
                inline_ Point&                  operator/=(const Point& p)                                              { x /= p.x; y /= p.y; z /= p.z; return *this;           }
447
 
                //! Operator for Point /= float.
448
 
                inline_ Point&                  operator/=(float s)                                                             { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }
449
 
 
450
 
                // Logical operators
451
 
 
452
 
                //! Operator for "if(Point==Point)"
453
 
                inline_ bool                    operator==(const Point& p)                      const           { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z)));       }
454
 
                //! Operator for "if(Point!=Point)"
455
 
                inline_ bool                    operator!=(const Point& p)                      const           { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z)));       }
456
 
 
457
 
                // Arithmetic operators
458
 
 
459
 
                //! Operator for Point Mul = Point * Matrix3x3.
460
 
                inline_ Point                   operator*(const Matrix3x3& mat)         const
461
 
                                                                {
462
 
                                                                        class ShadowMatrix3x3{ public: float m[3][3]; };        // To allow inlining
463
 
                                                                        const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
464
 
 
465
 
                                                                        return Point(
466
 
                                                                        x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
467
 
                                                                        x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
468
 
                                                                        x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
469
 
                                                                }
470
 
 
471
 
                //! Operator for Point Mul = Point * Matrix4x4.
472
 
                inline_ Point                   operator*(const Matrix4x4& mat)         const
473
 
                                                                {
474
 
                                                                        class ShadowMatrix4x4{ public: float m[4][4]; };        // To allow inlining
475
 
                                                                        const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
476
 
 
477
 
                                                                        return Point(
478
 
                                                                        x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
479
 
                                                                        x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
480
 
                                                                        x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
481
 
                                                                }
482
 
 
483
 
                //! Operator for Point *= Matrix3x3.
484
 
                inline_ Point&                  operator*=(const Matrix3x3& mat)
485
 
                                                                {
486
 
                                                                        class ShadowMatrix3x3{ public: float m[3][3]; };        // To allow inlining
487
 
                                                                        const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;
488
 
 
489
 
                                                                        float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
490
 
                                                                        float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
491
 
                                                                        float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];
492
 
 
493
 
                                                                        x = xp; y = yp; z = zp;
494
 
 
495
 
                                                                        return *this;
496
 
                                                                }
497
 
 
498
 
                //! Operator for Point *= Matrix4x4.
499
 
                inline_ Point&                  operator*=(const Matrix4x4& mat)
500
 
                                                                {
501
 
                                                                        class ShadowMatrix4x4{ public: float m[4][4]; };        // To allow inlining
502
 
                                                                        const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;
503
 
 
504
 
                                                                        float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
505
 
                                                                        float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
506
 
                                                                        float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];
507
 
 
508
 
                                                                        x = xp; y = yp; z = zp;
509
 
 
510
 
                                                                        return *this;
511
 
                                                                }
512
 
 
513
 
                // Cast operators
514
 
 
515
 
                //! Cast a Point to a HPoint. w is set to zero.
516
 
                                                                operator        HPoint()                                const;
517
 
 
518
 
                inline_                                 operator        const   float*() const  { return &x; }
519
 
                inline_                                 operator                        float*()                { return &x; }
520
 
 
521
 
                public:
522
 
                                float                   x, y, z;
523
 
        };
524
 
 
525
 
        FUNCTION void Normalize1(Point& a);
526
 
        FUNCTION void Normalize2(Point& a);
527
 
 
528
 
#endif //__ICEPOINT_H__