Saxum/extern/bullet/Extras/CDTestFramework/Opcode/Ice/IceHPoint.h

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/*
* ICE / OPCODE - Optimized Collision Detection
* http://www.codercorner.com/Opcode.htm
*
* Copyright (c) 2001-2008 Pierre Terdiman, pierre@codercorner.com
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* 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 Point
{
public:
//! Empty constructor
inline_ HPoint() {}
//! Constructor from floats
inline_ HPoint(float _x, float _y, float _z, float _w=0.0f) : Point(_x, _y, _z), w(_w) {}
//! Constructor from array
inline_ HPoint(const float f[4]) : Point(f), w(f[3]) {}
//! Constructor from a Point
inline_ HPoint(const Point& p, float _w=0.0f) : Point(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;
Point 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 Point() const { return Point(x, y, z); }
public:
float w;
};
#endif // __ICEHPOINT_H__