Leaked source code of windows server 2003
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#ifndef _Point_h
#define _Point_h
// File: Point.h
//
// Classes to support 2D and 3D affine space
// D. P. Mitchell 95/06/02.
//
// History:
// -@- 08/01/95 (mikemarr) - unified & cleaned up interface
// - added Print and Parse
// -@- 08/01/95 (mikemarr) - define all inlined functions with macros
// -@- 06/21/96 (mikemarr) - added IsCCW
// -@- 10/29/97 (mikemarr) - changed data to be floats, not vectors
// - removed data accessors & made data public
// - changed +=, -= operators to return reference
// - removed I/O
// - added operator const float *
// - changed fuzzy equal to be IsEqual, operator == to be exact
// - removed macro junk
// -@- 11/04/97 (mikemarr) - added initialization with POINT
// -@- 11/10/97 (mikemarr) - added operator *,/,*=,/=
#ifndef _VecMath_h
#include "VecMath.h"
#endif
// Class: Point2
// Hungarian: pnt
class Point2 {
public:
Point2() {}
Point2(float fX, float fY) : x(fX), y(fY) {}
Point2(const Vector2 &v) : x(v.x), y(v.y) {}
Point2(const POINT &pt) : x(pt.x + 0.5f), y(pt.y + 0.5f) {}
// ALGEBRAIC OPERATORS
friend Point2 operator +(const Point2 &p, const Vector2 &v);
friend Point2 operator +(const Vector2 &v, const Point2 &p);
friend Point2 operator -(const Point2 &p, const Vector2 &v);
friend Point2 operator -(const Vector2 &v, const Point2 &p);
friend Point2 operator *(const Point2 &p, float a);
friend Point2 operator *(float a, const Point2 &p);
friend Point2 operator /(const Point2 &p, float a);
friend Vector2 operator -(const Point2 &p, const Point2 &q);
friend Point2 & operator +=(Point2 &p, const Vector2 &v);
friend Point2 & operator -=(Point2 &p, const Vector2 &v);
friend Point2 & operator *=(Point2 &p, float a);
friend Point2 & operator /=(Point2 &p, float a);
friend float operator *(const CoVector2 &cv, const Point2 &p);
friend int operator ==(const Point2 &p, const Point2 &q);
friend int operator !=(const Point2 &p, const Point2 &q);
friend int IsEqual(const Point2 &p, const Point2 &q);
friend Point2 Lerp(const Point2 &p, const Point2 &q, float t);
friend bool IsCCW(const Point2 &p0, const Point2 &p, const Point2 &q);
operator const float *() const { return &x; }
float X() const { return x; }
float Y() const { return y; }
float & X() { return x; }
float & Y() { return y; }
public:
float x, y;
};
// Class: Point3
// Hungarian: pnt
class Point3 {
public:
Point3() {}
Point3(float fX, float fY, float fZ) : x(fX), y(fY), z(fZ) {}
Point3(const Vector3 &v) : x(v.x), y(v.y), z(v.z) {}
// ALGEBRAIC OPERATORS
friend Point3 operator +(const Point3 &p, const Vector3 &v);
friend Point3 operator +(const Vector3 &v, const Point3 &p);
friend Point3 operator -(const Point3 &p, const Vector3 &v);
friend Point3 operator -(const Vector3 &v, const Point3 &p);
friend Vector3 operator -(const Point3 &p, const Point3 &q);
friend Point3 operator *(const Point3 &p, float a);
friend Point3 operator *(float a, const Point3 &p);
friend Point3 operator /(const Point3 &p, float a);
friend Point3 & operator +=(Point3 &p, const Vector3 &v);
friend Point3 & operator -=(Point3 &p, const Vector3 &v);
friend Point3 & operator *=(Point3 &p, float a);
friend Point3 & operator /=(Point3 &p, float a);
friend float operator *(const CoVector3 &cv, const Point3 &p);
friend int operator ==(const Point3 &p, const Point3 &q);
friend int operator !=(const Point3 &p, const Point3 &q);
friend int IsEqual(const Point3 &p, const Point3 &q);
friend Point3 Lerp(const Point3 &p, const Point3 &q, float t);
Point2 Project(DWORD iAxis) const;
operator const float *() const { return &x; }
float X() const { return x; }
float Y() const { return y; }
float Z() const { return z; }
float & X() { return x; }
float & Y() { return y; }
float & Z() { return z; }
public:
float x, y, z;
};
///////////
// Point2
///////////
inline Point2
operator +(const Point2 &p, const Vector2 &v)
{
return Point2(p.x + v.x, p.y + v.y);
}
inline Point2
operator +(const Vector2 &v, const Point2 &p)
{
return Point2(p.x + v.x, p.y + v.y);
}
inline Point2
operator -(const Point2 &p, const Vector2 &v)
{
return Point2(p.x - v.x, p.y - v.y);
}
inline Point2
operator -(const Vector2 &v, const Point2 &p)
{
return Point2(p.x - v.x, p.y - v.y);
}
inline Vector2
operator -(const Point2 &p, const Point2 &q)
{
return Vector2(p.x - q.x, p.y - q.y);
}
inline Point2
operator *(float a, const Point2 &p)
{
return Point2(a*p.x, a*p.y);
}
inline Point2
operator *(const Point2 &p, float a)
{
return Point2(a*p.x, a*p.y);
}
inline Point2
operator /(const Point2 &p, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
return Point2(p.x * fTmp, p.y * fTmp);
}
inline Point2 &
operator +=(Point2 &p, const Vector2 &v)
{
p.x += v.x;
p.y += v.y;
return p;
}
inline Point2 &
operator -=(Point2 &p, const Vector2 &v)
{
p.x -= v.x;
p.y -= v.y;
return p;
}
inline Point2 &
operator *=(Point2 &p, float a)
{
p.x *= a;
p.y *= a;
return p;
}
inline Point2 &
operator /=(Point2 &p, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
p.x *= fTmp;
p.y *= fTmp;
return p;
}
inline int
operator ==(const Point2 &p, const Point2 &q)
{
return ((p.x == q.x) && (p.y == q.y));
}
inline int
operator !=(const Point2 &p, const Point2 &q)
{
return ((p.x != q.x) || (p.y != q.y));
}
inline int
IsEqual(const Point2 &p, const Point2 &q)
{
return (FloatEquals(p.x, q.x) && FloatEquals(p.y, q.y));
}
inline Point2
Lerp(const Point2 &p, const Point2 &q, float t)
{
return Point2(p.x + (q.x - p.x) * t, p.y + (q.y - p.y) * t);
}
inline bool
IsCCW(const Point2 &p0, const Point2 &p1, const Point2 &p2)
{
#ifdef MIRRORY
return ((p0.y - p1.y) * (p2.x - p1.x) <= (p0.x - p1.x) * (p2.y - p1.y));
#else
return ((p0.y - p1.y) * (p2.x - p1.x) >= (p0.x - p1.x) * (p2.y - p1.y));
#endif
}
inline float
operator *(const CoVector2 &cv, const Point2 &p)
{
return cv.x*p.x + cv.y*p.y;
}
///////////
// Point3
///////////
inline Point3
operator +(const Point3 &p, const Vector3 &v)
{
return Point3(p.x + v.x, p.y + v.y, p.z + v.z);
}
inline Point3
operator +(const Vector3 &v, const Point3 &p)
{
return Point3(p.x + v.x, p.y + v.y, p.z + v.z);
}
inline Point3
operator -(const Point3 &p, const Vector3 &v)
{
return Point3(p.x - v.x, p.y - v.y, p.z - v.z);
}
inline Point3
operator -(const Vector3 &v, const Point3 &p)
{
return Point3(p.x - v.x, p.y - v.y, p.z - v.z);
}
inline Vector3
operator -(const Point3 &p, const Point3 &q)
{
return Vector3(p.x - q.x, p.y - q.y, p.z - q.z);
}
inline Point3
operator *(float a, const Point3 &p)
{
return Point3(a*p.x, a*p.y, a*p.z);
}
inline Point3
operator *(const Point3 &p, float a)
{
return Point3(a*p.x, a*p.y, a*p.z);
}
inline Point3
operator /(const Point3 &p, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
return Point3(p.x * fTmp, p.y * fTmp, p.z * fTmp);
}
inline Point3 &
operator +=(Point3 &p, const Vector3 &v)
{
p.x += v.x;
p.y += v.y;
p.z += v.z;
return p;
}
inline Point3 &
operator -=(Point3 &p, const Vector3 &v)
{
p.x -= v.x;
p.y -= v.y;
p.z -= v.z;
return p;
}
inline Point3 &
operator *=(Point3 &p, float a)
{
p.x *= a;
p.y *= a;
p.z *= a;
return p;
}
inline Point3 &
operator /=(Point3 &p, float a)
{
MMASSERT(a != 0.f);
float fTmp = 1.f/a;
p.x *= fTmp;
p.y *= fTmp;
p.z *= fTmp;
return p;
}
inline int
operator ==(const Point3 &p, const Point3 &q)
{
return ((p.x == q.x) && (p.y == q.y) && (p.z == q.z));
}
inline int
operator !=(const Point3 &p, const Point3 &q)
{
return ((p.x != q.x) || (p.y != q.y) || (p.z != q.z));
}
inline int
IsEqual(const Point3 &p, const Point3 &q)
{
return (FloatEquals(p.x, q.x) && FloatEquals(p.y, q.y) && FloatEquals(p.z, q.z));
}
inline Point3
Lerp(const Point3 &p, const Point3 &q, float t)
{
return Point3(p.x + (q.x - p.x) * t, p.y + (q.y - p.y) * t, p.z + (q.z - p.z) * t);
}
inline Point2
Point3::Project(DWORD iAxis) const
{
switch (iAxis) {
case 0: return Point2(y, z);
case 1: return Point2(x, z);
case 2: return Point2(x, y);
}
return Point2(0.f, 0.f);
}
inline float
operator *(const CoVector3 &cv, const Point3 &p)
{
return cv.x*p.x + cv.y*p.y + cv.z*p.z;
}
#endif