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385 lines
8.6 KiB
385 lines
8.6 KiB
#ifndef _Point_h
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#define _Point_h
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// File: Point.h
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//
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// Classes to support 2D and 3D affine space
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// D. P. Mitchell 95/06/02.
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//
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// History:
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// -@- 08/01/95 (mikemarr) - unified & cleaned up interface
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// - added Print and Parse
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// -@- 08/01/95 (mikemarr) - define all inlined functions with macros
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// -@- 06/21/96 (mikemarr) - added IsCCW
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// -@- 10/29/97 (mikemarr) - changed data to be floats, not vectors
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// - removed data accessors & made data public
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// - changed +=, -= operators to return reference
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// - removed I/O
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// - added operator const float *
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// - changed fuzzy equal to be IsEqual, operator == to be exact
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// - removed macro junk
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// -@- 11/04/97 (mikemarr) - added initialization with POINT
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// -@- 11/10/97 (mikemarr) - added operator *,/,*=,/=
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#ifndef _VecMath_h
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#include "VecMath.h"
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#endif
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// Class: Point2
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// Hungarian: pnt
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class Point2 {
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public:
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Point2() {}
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Point2(float fX, float fY) : x(fX), y(fY) {}
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Point2(const Vector2 &v) : x(v.x), y(v.y) {}
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Point2(const POINT &pt) : x(pt.x + 0.5f), y(pt.y + 0.5f) {}
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// ALGEBRAIC OPERATORS
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friend Point2 operator +(const Point2 &p, const Vector2 &v);
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friend Point2 operator +(const Vector2 &v, const Point2 &p);
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friend Point2 operator -(const Point2 &p, const Vector2 &v);
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friend Point2 operator -(const Vector2 &v, const Point2 &p);
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friend Point2 operator *(const Point2 &p, float a);
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friend Point2 operator *(float a, const Point2 &p);
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friend Point2 operator /(const Point2 &p, float a);
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friend Vector2 operator -(const Point2 &p, const Point2 &q);
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friend Point2 & operator +=(Point2 &p, const Vector2 &v);
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friend Point2 & operator -=(Point2 &p, const Vector2 &v);
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friend Point2 & operator *=(Point2 &p, float a);
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friend Point2 & operator /=(Point2 &p, float a);
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friend float operator *(const CoVector2 &cv, const Point2 &p);
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friend int operator ==(const Point2 &p, const Point2 &q);
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friend int operator !=(const Point2 &p, const Point2 &q);
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friend int IsEqual(const Point2 &p, const Point2 &q);
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friend Point2 Lerp(const Point2 &p, const Point2 &q, float t);
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friend bool IsCCW(const Point2 &p0, const Point2 &p, const Point2 &q);
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operator const float *() const { return &x; }
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float X() const { return x; }
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float Y() const { return y; }
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float & X() { return x; }
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float & Y() { return y; }
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public:
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float x, y;
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};
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// Class: Point3
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// Hungarian: pnt
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class Point3 {
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public:
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Point3() {}
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Point3(float fX, float fY, float fZ) : x(fX), y(fY), z(fZ) {}
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Point3(const Vector3 &v) : x(v.x), y(v.y), z(v.z) {}
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// ALGEBRAIC OPERATORS
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friend Point3 operator +(const Point3 &p, const Vector3 &v);
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friend Point3 operator +(const Vector3 &v, const Point3 &p);
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friend Point3 operator -(const Point3 &p, const Vector3 &v);
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friend Point3 operator -(const Vector3 &v, const Point3 &p);
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friend Vector3 operator -(const Point3 &p, const Point3 &q);
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friend Point3 operator *(const Point3 &p, float a);
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friend Point3 operator *(float a, const Point3 &p);
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friend Point3 operator /(const Point3 &p, float a);
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friend Point3 & operator +=(Point3 &p, const Vector3 &v);
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friend Point3 & operator -=(Point3 &p, const Vector3 &v);
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friend Point3 & operator *=(Point3 &p, float a);
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friend Point3 & operator /=(Point3 &p, float a);
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friend float operator *(const CoVector3 &cv, const Point3 &p);
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friend int operator ==(const Point3 &p, const Point3 &q);
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friend int operator !=(const Point3 &p, const Point3 &q);
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friend int IsEqual(const Point3 &p, const Point3 &q);
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friend Point3 Lerp(const Point3 &p, const Point3 &q, float t);
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Point2 Project(DWORD iAxis) const;
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operator const float *() const { return &x; }
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float X() const { return x; }
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float Y() const { return y; }
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float Z() const { return z; }
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float & X() { return x; }
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float & Y() { return y; }
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float & Z() { return z; }
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public:
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float x, y, z;
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};
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///////////
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// Point2
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///////////
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inline Point2
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operator +(const Point2 &p, const Vector2 &v)
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{
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return Point2(p.x + v.x, p.y + v.y);
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}
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inline Point2
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operator +(const Vector2 &v, const Point2 &p)
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{
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return Point2(p.x + v.x, p.y + v.y);
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}
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inline Point2
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operator -(const Point2 &p, const Vector2 &v)
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{
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return Point2(p.x - v.x, p.y - v.y);
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}
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inline Point2
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operator -(const Vector2 &v, const Point2 &p)
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{
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return Point2(p.x - v.x, p.y - v.y);
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}
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inline Vector2
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operator -(const Point2 &p, const Point2 &q)
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{
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return Vector2(p.x - q.x, p.y - q.y);
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}
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inline Point2
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operator *(float a, const Point2 &p)
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{
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return Point2(a*p.x, a*p.y);
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}
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inline Point2
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operator *(const Point2 &p, float a)
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{
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return Point2(a*p.x, a*p.y);
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}
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inline Point2
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operator /(const Point2 &p, float a)
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{
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MMASSERT(a != 0.f);
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float fTmp = 1.f/a;
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return Point2(p.x * fTmp, p.y * fTmp);
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}
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inline Point2 &
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operator +=(Point2 &p, const Vector2 &v)
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{
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p.x += v.x;
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p.y += v.y;
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return p;
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}
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inline Point2 &
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operator -=(Point2 &p, const Vector2 &v)
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{
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p.x -= v.x;
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p.y -= v.y;
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return p;
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}
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inline Point2 &
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operator *=(Point2 &p, float a)
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{
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p.x *= a;
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p.y *= a;
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return p;
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}
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inline Point2 &
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operator /=(Point2 &p, float a)
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{
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MMASSERT(a != 0.f);
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float fTmp = 1.f/a;
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p.x *= fTmp;
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p.y *= fTmp;
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return p;
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}
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inline int
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operator ==(const Point2 &p, const Point2 &q)
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{
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return ((p.x == q.x) && (p.y == q.y));
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}
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inline int
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operator !=(const Point2 &p, const Point2 &q)
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{
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return ((p.x != q.x) || (p.y != q.y));
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}
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inline int
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IsEqual(const Point2 &p, const Point2 &q)
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{
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return (FloatEquals(p.x, q.x) && FloatEquals(p.y, q.y));
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}
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inline Point2
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Lerp(const Point2 &p, const Point2 &q, float t)
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{
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return Point2(p.x + (q.x - p.x) * t, p.y + (q.y - p.y) * t);
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}
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inline bool
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IsCCW(const Point2 &p0, const Point2 &p1, const Point2 &p2)
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{
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#ifdef MIRRORY
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return ((p0.y - p1.y) * (p2.x - p1.x) <= (p0.x - p1.x) * (p2.y - p1.y));
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#else
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return ((p0.y - p1.y) * (p2.x - p1.x) >= (p0.x - p1.x) * (p2.y - p1.y));
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#endif
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}
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inline float
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operator *(const CoVector2 &cv, const Point2 &p)
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{
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return cv.x*p.x + cv.y*p.y;
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}
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///////////
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// Point3
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///////////
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inline Point3
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operator +(const Point3 &p, const Vector3 &v)
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{
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return Point3(p.x + v.x, p.y + v.y, p.z + v.z);
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}
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inline Point3
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operator +(const Vector3 &v, const Point3 &p)
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{
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return Point3(p.x + v.x, p.y + v.y, p.z + v.z);
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}
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inline Point3
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operator -(const Point3 &p, const Vector3 &v)
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{
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return Point3(p.x - v.x, p.y - v.y, p.z - v.z);
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}
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inline Point3
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operator -(const Vector3 &v, const Point3 &p)
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{
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return Point3(p.x - v.x, p.y - v.y, p.z - v.z);
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}
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inline Vector3
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operator -(const Point3 &p, const Point3 &q)
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{
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return Vector3(p.x - q.x, p.y - q.y, p.z - q.z);
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}
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inline Point3
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operator *(float a, const Point3 &p)
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{
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return Point3(a*p.x, a*p.y, a*p.z);
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}
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inline Point3
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operator *(const Point3 &p, float a)
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{
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return Point3(a*p.x, a*p.y, a*p.z);
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}
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inline Point3
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operator /(const Point3 &p, float a)
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{
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MMASSERT(a != 0.f);
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float fTmp = 1.f/a;
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return Point3(p.x * fTmp, p.y * fTmp, p.z * fTmp);
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}
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inline Point3 &
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operator +=(Point3 &p, const Vector3 &v)
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{
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p.x += v.x;
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p.y += v.y;
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p.z += v.z;
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return p;
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}
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inline Point3 &
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operator -=(Point3 &p, const Vector3 &v)
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{
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p.x -= v.x;
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p.y -= v.y;
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p.z -= v.z;
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return p;
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}
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inline Point3 &
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operator *=(Point3 &p, float a)
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{
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p.x *= a;
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p.y *= a;
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p.z *= a;
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return p;
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}
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inline Point3 &
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operator /=(Point3 &p, float a)
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{
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MMASSERT(a != 0.f);
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float fTmp = 1.f/a;
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p.x *= fTmp;
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p.y *= fTmp;
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p.z *= fTmp;
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return p;
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}
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inline int
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operator ==(const Point3 &p, const Point3 &q)
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{
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return ((p.x == q.x) && (p.y == q.y) && (p.z == q.z));
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}
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inline int
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operator !=(const Point3 &p, const Point3 &q)
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{
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return ((p.x != q.x) || (p.y != q.y) || (p.z != q.z));
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}
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inline int
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IsEqual(const Point3 &p, const Point3 &q)
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{
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return (FloatEquals(p.x, q.x) && FloatEquals(p.y, q.y) && FloatEquals(p.z, q.z));
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}
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inline Point3
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Lerp(const Point3 &p, const Point3 &q, float t)
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{
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return Point3(p.x + (q.x - p.x) * t, p.y + (q.y - p.y) * t, p.z + (q.z - p.z) * t);
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}
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inline Point2
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Point3::Project(DWORD iAxis) const
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{
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switch (iAxis) {
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case 0: return Point2(y, z);
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case 1: return Point2(x, z);
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case 2: return Point2(x, y);
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}
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return Point2(0.f, 0.f);
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}
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inline float
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operator *(const CoVector3 &cv, const Point3 &p)
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{
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return cv.x*p.x + cv.y*p.y + cv.z*p.z;
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}
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#endif
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