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- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * 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
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- #include "../Opcode.h"
- using namespace IceMaths;
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Creates a positive unit random vector.
- * \return Self-reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Point& Point::PositiveUnitRandomVector()
- {
- x = UnitRandomFloat();
- y = UnitRandomFloat();
- z = UnitRandomFloat();
- Normalize();
- return *this;
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- /**
- * Creates a unit random vector.
- * \return Self-reference
- */
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- Point& Point::UnitRandomVector()
- {
- x = UnitRandomFloat() - 0.5f;
- y = UnitRandomFloat() - 0.5f;
- z = UnitRandomFloat() - 0.5f;
- Normalize();
- return *this;
- }
- // Cast operator
- // WARNING: not inlined
- Point::operator HPoint() const { return HPoint(x, y, z, 0.0f); }
- Point& Point::Refract(const Point& eye, const Point& n, float refractindex, Point& refracted)
- {
- // Point EyePt = eye position
- // Point p = current vertex
- // Point n = vertex normal
- // Point rv = refracted vector
- // Eye vector - doesn't need to be normalized
- Point 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;
- }
- Point& Point::ProjectToPlane(const Plane& p)
- {
- *this-= (p.d + (*this|p.n))*p.n;
- return *this;
- }
- void Point::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 Point::SetNotUsed()
- {
- // We use a particular integer pattern : 0xffffffff everywhere. This is a NAN.
- IR(x) = 0xffffffff;
- IR(y) = 0xffffffff;
- IR(z) = 0xffffffff;
- }
- BOOL Point::IsNotUsed() const
- {
- if(IR(x)!=0xffffffff) return FALSE;
- if(IR(y)!=0xffffffff) return FALSE;
- if(IR(z)!=0xffffffff) return FALSE;
- return TRUE;
- }
- Point& Point::Mult(const Matrix3x3& mat, const Point& 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;
- }
- Point& Point::Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& 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;
- }
- Point& Point::Mac(const Matrix3x3& mat, const Point& 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;
- }
- Point& Point::TransMult(const Matrix3x3& mat, const Point& 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;
- }
- Point& Point::Transform(const Point& r, const Matrix3x3& rotpos, const Point& 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;
- }
- Point& Point::InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& 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;
- }
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