Leaked source code of windows server 2003
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#ifndef _VecMath_h
#define _VecMath_h
// File: VecMath.h
//
// Classes to support 2D and 3D linear vector space and their duals
// D. P. Mitchell 95/06/02.
//
// History:
// -@- 07/06/95 (mikemarr) - added Print and Read functions
// -@- 08/01/95 (mikemarr) - added fuzzy compare for floats
// -@- 04/15/96 (mikemarr) - changed stdio stuff to don's stream stuff
// -@- 04/18/96 (mikemarr) - added vector.inl to this file
// -@- 06/21/96 (mikemarr) - added +=, etc. operators
// -@- 06/21/96 (mikemarr) - added Rotate
// -@- 10/29/97 (mikemarr) - removed I/O
// - changed +=,-=,*=,/= operators to return reference
// - added operator const float *
// - added Unitize, Perp, NormSquared, SetNorm, Negate
// - comments/cleanup
// - changed fuzzy equal to be IsEqual, operator == to be exact
// - bug fix on Transpose
// - changed multiple divides to be 1 divide + multiplies
// - assert on divide by zero
// -@- 11/04/97 (mikemarr) - added intialization with SIZE
// Function: FloatEquals
// Peform a "fuzzy" compare of two floating point numbers. This relies
// on the IEEE bit representation of floating point numbers.
int FloatEquals(float x1, float x2);
class CoVector2;
class CoVector3;
class Vector3;
// Class: Vector2
// Hungarian: v
// Description:
// This class represents a floating point 2D column vector useful for computational
// geometry calculations.
class Vector2 {
public:
Vector2() {}
Vector2(float a, float b) : x(a), y(b) {}
Vector2(const SIZE &siz) : x(float(siz.cx)), y(float(siz.cy)) {}
friend Vector2 operator +(const Vector2 &u, const Vector2 &v);
friend Vector2 operator -(const Vector2 &u, const Vector2 &v);
friend Vector2 operator -(const Vector2 &u);
friend Vector2 operator *(const Vector2 &u, float a);
friend Vector2 operator *(float a, const Vector2 &u);
friend Vector2 operator /(const Vector2 &u, float a);
friend int operator ==(const Vector2 &u, const Vector2 &v);
friend int operator !=(const Vector2 &u, const Vector2 &v);
friend Vector2 & operator +=(Vector2 &u, const Vector2 &v);
friend Vector2 & operator -=(Vector2 &u, const Vector2 &v);
friend Vector2 & operator *=(Vector2 &u, float a);
friend Vector2 & operator /=(Vector2 &u, float a);
#ifndef DISABLE_CROSSDOT
friend float Cross(const Vector2 &u, const Vector2 &v);
friend float Dot(const Vector2 &u, const Vector2 &v);
#endif
friend int IsEqual(const Vector2 &u, const Vector2 &v);
operator const float *() const { return &x; }
CoVector2 Transpose() const;
float Norm() const;
float NormSquared() const;
void SetNorm(float a);
Vector2 Unit() const;
void Unitize();
Vector2 Perp() const; // points to left
void Negate();
public:
float x, y;
};
// Class: CoVector2
// Hungarian: cv
// Description:
// This class represents a floating point 2D row vector useful for computational
// geometry calculations.
class CoVector2 {
public:
CoVector2() {}
CoVector2(float a, float b) : x(a), y(b) {}
CoVector2(const SIZE &siz) : x(float(siz.cx)), y(float(siz.cy)) {}
friend CoVector2 operator +(const CoVector2 &u, const CoVector2 &v);
friend CoVector2 operator -(const CoVector2 &u, const CoVector2 &v);
friend CoVector2 operator -(const CoVector2 &u);
friend CoVector2 operator *(const CoVector2 &u, float a);
friend CoVector2 operator *(float a, const CoVector2 &u);
friend CoVector2 operator /(const CoVector2 &u, float a);
friend int operator ==(const CoVector2 &u, const CoVector2 &v);
friend int operator !=(const CoVector2 &u, const CoVector2 &v);
friend CoVector2 & operator +=(CoVector2 &u, const CoVector2 &v);
friend CoVector2 & operator -=(CoVector2 &u, const CoVector2 &v);
friend CoVector2 & operator *=(CoVector2 &u, float a);
friend CoVector2 & operator /=(CoVector2 &u, float a);
#ifndef DISABLE_CROSSDOT
friend float Cross(const CoVector2 &u, const CoVector2 &v);
friend float Dot(const CoVector2 &u, const CoVector2 &v);
#endif
friend int IsEqual(const CoVector2 &u, const CoVector2 &v);
operator const float *() const { return &x; }
Vector2 Transpose() const;
float Norm() const;
float NormSquared() const;
void SetNorm(float a);
CoVector2 Unit() const;
void Unitize();
friend float operator *(const CoVector2 &c, const Vector2 &v);
CoVector2 Perp() const; // points to left
void Negate();
public:
float x, y;
};
// Class: Vector3
// Hungarian: v
// Description:
// This class represents a floating point 3D column vector useful for computational
// geometry calculations.
class Vector3 {
public:
Vector3() {}
Vector3(float a, float b, float c) : x(a), y(b), z(c) {}
friend Vector3 operator +(const Vector3 &u, const Vector3 &v);
friend Vector3 operator -(const Vector3 &u, const Vector3 &v);
friend Vector3 operator -(const Vector3 &u);
friend Vector3 operator *(const Vector3 &u, float a);
friend Vector3 operator *(float a, const Vector3 &u);
friend Vector3 operator /(const Vector3 &u, float a);
friend int operator ==(const Vector3 &u, const Vector3 &v);
friend int operator !=(const Vector3 &u, const Vector3 &v);
friend Vector3 & operator +=(Vector3 &u, const Vector3 &v);
friend Vector3 & operator -=(Vector3 &u, const Vector3 &v);
friend Vector3 & operator *=(Vector3 &u, float a);
friend Vector3 & operator /=(Vector3 &u, float a);
#ifndef DISABLE_CROSSDOT
friend Vector3 Cross(const Vector3 &u, const Vector3 &v);
friend float Dot(const Vector3 &u, const Vector3 &v);
#endif
friend int IsEqual(const Vector3 &u, const Vector3 &v);
operator const float *() const { return &x; }
CoVector3 Transpose() const;
float Norm() const;
float NormSquared() const;
void SetNorm(float a);
Vector3 Unit() const;
void Unitize();
Vector2 Project(DWORD iAxis) const;
void Rotate(const Vector3 &vAxis, float fTheta);
void Negate();
public:
float x, y, z;
};
// Class: CoVector3
// Hungarian: cv
// Description:
// This class represents a floating point 3D row vector useful for computational
// geometry calculations.
class CoVector3 {
public:
CoVector3() {}
CoVector3(float a, float b, float c) : x(a), y(b), z(c) {}
friend CoVector3 operator +(const CoVector3 &u, const CoVector3 &v);
friend CoVector3 operator -(const CoVector3 &u, const CoVector3 &v);
friend CoVector3 operator -(const CoVector3 &u);
friend CoVector3 operator *(const CoVector3 &u, float a);
friend CoVector3 operator *(float, const CoVector3 &u);
friend CoVector3 operator /(const CoVector3 &u, float a);
friend int operator ==(const CoVector3 &u, const CoVector3 &v);
friend int operator !=(const CoVector3 &u, const CoVector3 &v);
friend CoVector3 & operator +=(CoVector3 &u, const CoVector3 &v);
friend CoVector3 & operator -=(CoVector3 &u, const CoVector3 &v);
friend CoVector3 & operator *=(CoVector3 &u, float a);
friend CoVector3 & operator /=(CoVector3 &u, float a);
#ifndef DISABLE_CROSSDOT
friend CoVector3 Cross(const CoVector3 &u, const CoVector3 &v);
friend float Dot(const CoVector3 &u, const CoVector3 &v);
#endif
friend int IsEqual(const CoVector3 &u, const CoVector3 &v);
operator const float *() const { return &x; }
Vector3 Transpose() const;
float Norm() const;
float NormSquared() const;
void SetNorm(float a);
CoVector3 Unit() const;
void Unitize();
friend float operator *(const CoVector3 &c, const Vector3 &u); // linear form
void Negate();
public:
float x, y, z;
};
////////////
// Vector2
////////////
inline Vector2
operator +(const Vector2 &u, const Vector2 &v)
{
return Vector2(u.x+v.x, u.y+v.y);
}
inline Vector2
operator -(const Vector2 &u, const Vector2 &v)
{
return Vector2(u.x-v.x, u.y-v.y);
}
inline Vector2
operator -(const Vector2 &v)
{
return Vector2(-v.x, -v.y);
}
inline Vector2
operator *(float a, const Vector2 &v)
{
return Vector2(a*v.x, a*v.y);
}
inline Vector2
operator *(const Vector2 &v, float a)
{
return Vector2(a*v.x, a*v.y);
}
inline Vector2
operator /(const Vector2 &v, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
return Vector2(v.x * fTmp, v.y * fTmp);
}
inline int
operator ==(const Vector2 &u, const Vector2 &v)
{
return ((u.x == v.x) && (u.y == v.y));
}
inline int
IsEqual(const Vector2 &u, const Vector2 &v)
{
return (FloatEquals(u.x, v.x) && FloatEquals(u.y, v.y));
}
inline int
operator !=(const Vector2 &u, const Vector2 &v)
{
return !(u == v);
}
inline Vector2 &
operator +=(Vector2 &u, const Vector2 &v)
{
u.x += v.x;
u.y += v.y;
return u;
}
inline Vector2 &
operator -=(Vector2 &u, const Vector2 &v)
{
u.x -= v.x;
u.y -= v.y;
return u;
}
inline Vector2 &
operator *=(Vector2 &u, float a)
{
u.x *= a;
u.y *= a;
return u;
}
inline Vector2 &
operator /=(Vector2 &u, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
u.x *= fTmp;
u.y *= fTmp;
return u;
}
#ifndef DISABLE_CROSSDOT
inline float
Cross(const Vector2 &u, const Vector2 &v)
{
return u.x*v.y - u.y*v.x;
}
inline float
Dot(const Vector2 &u, const Vector2 &v)
{
return u.x*v.x + u.y*v.y;
}
#endif
inline CoVector2
Vector2::Transpose() const
{
return CoVector2(x, y);
}
inline Vector2
Vector2::Unit() const
{
return *this/this->Norm();
}
inline void
Vector2::Unitize()
{
*this /= this->Norm();
}
inline Vector2
Vector2::Perp() const
{
return Vector2(-y, x);
}
inline float
Vector2::NormSquared() const
{
return x*x + y*y;
}
inline void
Vector2::SetNorm(float a)
{
*this *= (a / Norm());
}
inline void
Vector2::Negate()
{
x = -x; y = -y;
}
//////////////
// CoVector2
//////////////
inline CoVector2
operator +(const CoVector2 &u, const CoVector2 &v)
{
return CoVector2(u.x+v.x, u.y+v.y);
}
inline CoVector2
operator -(const CoVector2 &u, const CoVector2 &v)
{
return CoVector2(u.x-v.x, u.y-v.y);
}
inline CoVector2
operator -(const CoVector2 &v)
{
return CoVector2(-v.x, -v.y);
}
inline CoVector2
operator *(float a, const CoVector2 &v)
{
return CoVector2(a*v.x, a*v.y);
}
inline CoVector2
operator *(const CoVector2 &v, float a)
{
return CoVector2(a*v.x, a*v.y);
}
inline CoVector2
operator /(const CoVector2 &v, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
return CoVector2(v.x * fTmp, v.y * fTmp);
}
inline int
operator ==(const CoVector2 &u, const CoVector2 &v)
{
return ((u.x == v.x) && (u.y == v.y));
}
inline int
IsEqual(const CoVector2 &u, const CoVector2 &v)
{
return (FloatEquals(u.x, v.x) && FloatEquals(u.y, v.y));
}
inline int
operator !=(const CoVector2 &u, const CoVector2 &v)
{
return !(u == v);
}
inline CoVector2 &
operator +=(CoVector2 &u, const CoVector2 &v)
{
u.x += v.x;
u.y += v.y;
return u;
}
inline CoVector2 &
operator -=(CoVector2 &u, const CoVector2 &v)
{
u.x -= v.x;
u.y -= v.y;
return u;
}
inline CoVector2 &
operator *=(CoVector2 &u, float a)
{
u.x *= a;
u.y *= a;
return u;
}
inline CoVector2 &
operator /=(CoVector2 &u, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
u.x *= fTmp;
u.y *= fTmp;
return u;
}
#ifndef DISABLE_CROSSDOT
inline float
Cross(const CoVector2 &u, const CoVector2 &v)
{
return u.x*v.y - u.y*v.x;
}
inline float
Dot(const CoVector2 &u, const CoVector2 &v)
{
return u.x*v.x + u.y*v.y;
}
#endif
inline Vector2
CoVector2::Transpose() const
{
return Vector2(x, y);
}
inline CoVector2
CoVector2::Unit() const
{
return *this/this->Norm();
}
inline void
CoVector2::Unitize()
{
*this /= this->Norm();
}
inline float
operator *(const CoVector2 &c, const Vector2 &v)
{
return c.x*v.x + c.y*v.y;
}
inline CoVector2
CoVector2::Perp() const
{
return CoVector2(-y, x);
}
inline float
CoVector2::NormSquared() const
{
return x*x + y*y;
}
inline void
CoVector2::SetNorm(float a)
{
*this *= (a / Norm());
}
inline void
CoVector2::Negate()
{
x = -x; y = -y;
}
////////////
// Vector3
////////////
inline Vector3
operator +(const Vector3 &u, const Vector3 &v)
{
return Vector3(u.x+v.x, u.y+v.y, u.z+v.z);
}
inline Vector3
operator -(const Vector3 &u, const Vector3 &v)
{
return Vector3(u.x-v.x, u.y-v.y, u.z-v.z);
}
inline Vector3
operator -(const Vector3 &v)
{
return Vector3(-v.x, -v.y, -v.z);
}
inline Vector3
operator *(float a, const Vector3 &v)
{
return Vector3(a*v.x, a*v.y, a*v.z);
}
inline Vector3
operator *(const Vector3 &v, float a)
{
return Vector3(a*v.x, a*v.y, a*v.z);
}
inline Vector3
operator /(const Vector3 &v, float a)
{
float fTmp = 1.f / a;
return Vector3(v.x * fTmp, v.y * fTmp, v.z * fTmp);
}
inline int
operator ==(const Vector3 &u, const Vector3 &v)
{
return ((u.x == v.x) && (u.y == v.y) && (u.z == v.z));
}
inline int
IsEqual(const Vector3 &u, const Vector3 &v)
{
return (FloatEquals(u.x, v.x) && FloatEquals(u.y, v.y) && FloatEquals(u.z, v.z));
}
inline int
operator !=(const Vector3 &u, const Vector3 &v)
{
return !(u == v);
}
inline Vector3 &
operator +=(Vector3 &u, const Vector3 &v)
{
u.x += v.x;
u.y += v.y;
u.z += v.z;
return u;
}
inline Vector3 &
operator -=(Vector3 &u, const Vector3 &v)
{
u.x -= v.x;
u.y -= v.y;
u.z -= v.z;
return u;
}
inline Vector3 &
operator *=(Vector3 &u, float a)
{
u.x *= a;
u.y *= a;
u.z *= a;
return u;
}
inline Vector3 &
operator /=(Vector3 &u, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
u.x *= fTmp;
u.y *= fTmp;
u.z *= fTmp;
return u;
}
#ifndef DISABLE_CROSSDOT
inline Vector3
Cross(const Vector3 &u, const Vector3 &v)
{
return Vector3(u.y*v.z-u.z*v.y, u.z*v.x-u.x*v.z, u.x*v.y-u.y*v.x);
}
inline float
Dot(const Vector3 &u, const Vector3 &v)
{
return u.x*v.x + u.y*v.y + u.z*v.z;
}
#endif
inline float
operator *(const CoVector3 &c, const Vector3 &v)
{
return c.x*v.x + c.y*v.y + c.z*v.z;
}
inline CoVector3
Vector3::Transpose() const
{
return CoVector3(x, y, z);
}
inline Vector3
Vector3::Unit() const
{
return *this/this->Norm();
}
inline void
Vector3::Unitize()
{
*this /= this->Norm();
}
inline float
Vector3::NormSquared() const
{
return x*x + y*y + z*z;
}
inline void
Vector3::SetNorm(float a)
{
*this *= (a / Norm());
}
inline void
Vector3::Negate()
{
x = -x; y = -y; z = -z;
}
inline Vector2
Vector3::Project(DWORD iAxis) const
{
switch (iAxis) {
case 0: return Vector2(y, z);
case 1: return Vector2(x, z);
case 2: return Vector2(x, y);
}
return Vector2(0.f, 0.f);
}
//////////////
// CoVector3
//////////////
inline CoVector3
operator +(const CoVector3 &u, const CoVector3 &v)
{
return CoVector3(u.x+v.x, u.y+v.y, u.z+v.z);
}
inline CoVector3
operator -(const CoVector3 &u, const CoVector3 &v)
{
return CoVector3(u.x-v.x, u.y-v.y, u.z-v.z);
}
inline CoVector3
operator -(const CoVector3 &v)
{
return CoVector3(-v.x, -v.y, -v.z);
}
inline CoVector3
operator *(float a, const CoVector3 &v)
{
return CoVector3(a*v.x, a*v.y, a*v.z);
}
inline CoVector3
operator *(const CoVector3 &v, float a)
{
return CoVector3(a*v.x, a*v.y, a*v.z);
}
inline CoVector3
operator /(const CoVector3 &v, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
return CoVector3(v.x * fTmp, v.y * fTmp, v.z * fTmp);
}
inline int
operator ==(const CoVector3 &u, const CoVector3 &v)
{
return ((u.x == v.x) && (u.y == v.y) && (u.z == v.z));
}
inline int
IsEqual(const CoVector3 &u, const CoVector3 &v)
{
return (FloatEquals(u.x, v.x) && FloatEquals(u.y, v.y) && FloatEquals(u.z, v.z));
}
inline int
operator !=(const CoVector3 &u, const CoVector3 &v)
{
return !(u == v);
}
inline CoVector3 &
operator +=(CoVector3 &u, const CoVector3 &v)
{
u.x += v.x;
u.y += v.y;
u.z += v.z;
return u;
}
inline CoVector3 &
operator -=(CoVector3 &u, const CoVector3 &v)
{
u.x -= v.x;
u.y -= v.y;
u.z -= v.z;
return u;
}
inline CoVector3 &
operator *=(CoVector3 &u, float a)
{
u.x *= a;
u.y *= a;
u.z *= a;
return u;
}
inline CoVector3 &
operator /=(CoVector3 &u, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
u.x *= fTmp;
u.y *= fTmp;
u.z *= fTmp;
return u;
}
#ifndef DISABLE_CROSSDOT
inline CoVector3
Cross(const CoVector3 &u, const CoVector3 &v)
{
return CoVector3(u.y*v.z-u.z*v.y, u.z*v.x-u.x*v.z, u.x*v.y-u.y*v.x);
}
inline float
Dot(const CoVector3 &u, const CoVector3 &v)
{
return u.x*v.x + u.y*v.y + u.z*v.z;
}
#endif
inline Vector3
CoVector3::Transpose() const
{
return Vector3(x, y, z);
}
inline CoVector3
CoVector3::Unit() const
{
return *this/this->Norm();
}
inline void
CoVector3::Unitize()
{
*this /= this->Norm();
}
inline float
CoVector3::NormSquared() const
{
return x*x + y*y + z*z;
}
inline void
CoVector3::SetNorm(float a)
{
*this *= (a / Norm());
}
inline void
CoVector3::Negate()
{
x = -x; y = -y; z = -z;
}
#endif