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📄 ivu_linear_software.hxx

📁 hl2 source code. Do not use it illegal.
💻 HXX
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// Copyright (C) Ipion Software GmbH 1999-2000. All rights reserved.

//IVP_EXPORT_PUBLIC


#ifndef WIN32
#	pragma interface
#endif

inline void IVP_U_Float_Point::set_to_zero() {
    k[0]=0.0f;
    k[1]=0.0f;
    k[2]=0.0f;
}

inline void IVP_U_Float_Point::set(const IVP_U_Float_Point *p_source){
    IVP_DOUBLE a = p_source->k[0];
    IVP_DOUBLE b = p_source->k[1];
    IVP_DOUBLE c = p_source->k[2];
    k[0]= (IVP_FLOAT)a;
    k[1]= (IVP_FLOAT)b;
    k[2]= (IVP_FLOAT)c;
}


inline void IVP_U_Float_Point::set_multiple(const IVP_U_Float_Point *v, IVP_DOUBLE f){
    IVP_DOUBLE a = v->k[0] * f;
    IVP_DOUBLE b = v->k[1] * f;
    IVP_DOUBLE c = v->k[2] * f;
    k[0]= (IVP_FLOAT)a;
    k[1]= (IVP_FLOAT)b;
    k[2]= (IVP_FLOAT)c;
}


inline void IVP_U_Float_Point::set_negative(const IVP_U_Float_Point *p_source){
    IVP_DOUBLE a = p_source->k[0];
    IVP_DOUBLE b = p_source->k[1];	a = -a;
    IVP_DOUBLE c = p_source->k[2];	b = -b;
                                c = -c;
    k[0]= (IVP_FLOAT)a;
    k[1]= (IVP_FLOAT)b;
    k[2]= (IVP_FLOAT)c;
}


inline void IVP_U_Float_Point::mult(IVP_DOUBLE factor){
    IVP_DOUBLE a,b,c;
    a = k[0] * factor;
    b = k[1] * factor;
    c = k[2] * factor;
    k[0] = (IVP_FLOAT)a; k[1] = (IVP_FLOAT)b; k[2] = (IVP_FLOAT)c;
}

inline IVP_DOUBLE IVP_U_Float_Point::dot_product(const IVP_U_Float_Point *v2) const {
    return( k[0]*v2->k[0] + k[1]*v2->k[1] + k[2]*v2->k[2] );
};


inline void IVP_U_Float_Point::add_multiple (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2, IVP_DOUBLE factor2){	// vektor addition
    IVP_DOUBLE a,b,c;

    a = v2->k[0] * factor2;
    b = v2->k[1] * factor2;    a += v1->k[0];
    c = v2->k[2] * factor2;    b += v1->k[1];
                               c += v1->k[2];
    k[0] = a;
    k[1] = b;
    k[2] = c;
}


inline void IVP_U_Float_Point::set_pairwise_mult (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){	// pairwise multiple 
    IVP_DOUBLE a,b,c;
    a = v1->k[0] * v2->k[0];
    b = v1->k[1] * v2->k[1];
    c = v1->k[2] * v2->k[2];

    k[0] = a;
    k[1] = b;
    k[2] = c;
}




inline void IVP_U_Float_Point::add(const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){
    IVP_DOUBLE a = v1->k[0] + v2->k[0];
    IVP_DOUBLE b = v1->k[1] + v2->k[1];
    IVP_DOUBLE c = v1->k[2] + v2->k[2];
    k[0] = (IVP_FLOAT)a;k[1] = (IVP_FLOAT)b;k[2] = (IVP_FLOAT)c;  
}


inline void IVP_U_Float_Point::subtract(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2){
    IVP_DOUBLE a,b,c;
    a = v1->k[0] - v2->k[0];
    b = v1->k[1] - v2->k[1];
    c = v1->k[2] - v2->k[2];

    k[0] = (IVP_FLOAT)a;
    k[1] = (IVP_FLOAT)b;
    k[2] = (IVP_FLOAT)c;
}


inline void IVP_U_Float_Point::inline_subtract_and_mult(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2, IVP_DOUBLE factor){	// vektor addition
    IVP_DOUBLE a,b,c;
    a = (v1->k[0] - v2->k[0]);
    b = (v1->k[1] - v2->k[1]);	a *= factor;
    c = (v1->k[2] - v2->k[2]);	b *= factor;
    c *=factor;
    k[0] = a;
    k[1] = b;
    k[2] = c;
}

inline IVP_DOUBLE IVP_U_Float_Point::quad_length() const {
    return (k[0]*k[0] + k[1]*k[1] + k[2]*k[2]);
}


inline IVP_DOUBLE IVP_U_Float_Point::quad_distance_to(const IVP_U_Float_Point *p)const{
    IVP_DOUBLE a = k[0] - p->k[0];
    IVP_DOUBLE b = k[1] - p->k[1];
    IVP_DOUBLE c = k[2] - p->k[2];
    a *=a; b*= b; c*=c;
    return a+b+c;
}

//////////////////////////////////////////////////////////////////////

inline IVP_DOUBLE IVP_U_Hesse::get_dist(const IVP_U_Float_Point *p) const {
    return this->dot_product(p) + hesse_val;
}

inline IVP_DOUBLE IVP_U_Float_Hesse::get_dist(const IVP_U_Float_Point *p) const {
    return this->dot_product(p) + hesse_val;
}


inline void IVP_U_Matrix::inline_vimult4( const IVP_U_Float_Point *p_in, IVP_U_Float_Point * p_out )const{
    IVP_DOUBLE a = p_in->k[0] - vv.k[0];
    IVP_DOUBLE b = p_in->k[1] - vv.k[1];
    IVP_DOUBLE c = p_in->k[2] - vv.k[2];
    
    p_out->k[0] = get_elem(0,0)*a + get_elem(1,0)*b + get_elem(2,0)*c;
    p_out->k[1] = get_elem(0,1)*a + get_elem(1,1)*b + get_elem(2,1)*c;
    p_out->k[2] = get_elem(0,2)*a + get_elem(1,2)*b + get_elem(2,2)*c;
};



inline void IVP_U_Matrix3::inline_vmult3( const IVP_U_Float_Point *p_in, IVP_U_Float_Point * p_out ) const{
	IVP_DOUBLE a = get_elem(0,0)*p_in->k[0] + get_elem(0,1)*p_in->k[1] + get_elem(0,2)*p_in->k[2];
	IVP_DOUBLE b = get_elem(1,0)*p_in->k[0] + get_elem(1,1)*p_in->k[1] + get_elem(1,2)*p_in->k[2];
	IVP_DOUBLE c = get_elem(2,0)*p_in->k[0] + get_elem(2,1)*p_in->k[1] + get_elem(2,2)*p_in->k[2];
	p_out->k[0] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
};



inline void IVP_U_Matrix3::inline_vimult3( const IVP_U_Float_Point *p_in, IVP_U_Float_Point * p_out )const{
    IVP_DOUBLE a = get_elem(0,0)*p_in->k[0] + get_elem(1,0)*p_in->k[1] + get_elem(2,0)*p_in->k[2];
    IVP_DOUBLE b = get_elem(0,1)*p_in->k[0] + get_elem(1,1)*p_in->k[1] + get_elem(2,1)*p_in->k[2];
    IVP_DOUBLE c = get_elem(0,2)*p_in->k[0] + get_elem(1,2)*p_in->k[1] + get_elem(2,2)*p_in->k[2];
	p_out->k[0] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
}; // eigentlich transformation



inline void IVP_U_Matrix::inline_vmult4(const IVP_U_Float_Point *p_in, IVP_U_Float_Point * p_out)const{
    
    IVP_DOUBLE h = p_in->k[0];
    IVP_DOUBLE a = h * get_elem(0,0);
    IVP_DOUBLE b = h * get_elem(1,0);
    IVP_DOUBLE c = h * get_elem(2,0);
    IVP_DOUBLE x,y;
    h = p_in->k[1]; x = h*get_elem(0,1);	y = h*get_elem(1,1);	a += x;	x = h*get_elem(2,1);	 b+=y, c+= x;
    h = p_in->k[2]; x = h*get_elem(0,2);	y = h*get_elem(1,2);	a += x;	x = h*get_elem(2,2);	 b+=y, c+= x;
    a += vv.k[0];    b += vv.k[1];    c += vv.k[2];
    p_out->k[0] = (IVP_FLOAT)a;p_out->k[1] = (IVP_FLOAT)b; p_out->k[2] = (IVP_FLOAT)c;
}


void IVP_U_Float_Point::inline_calc_cross_product(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2)
{
    IVP_DOUBLE a = v1->k[1]*v2->k[2];
    IVP_DOUBLE a2 = v2->k[1]*v1->k[2];
    IVP_DOUBLE b = v1->k[2]*v2->k[0];	
    IVP_DOUBLE b2 = v2->k[2]*v1->k[0];	a -= a2;
    IVP_DOUBLE c = v1->k[0]*v2->k[1];
    IVP_DOUBLE c2 = v2->k[0]*v1->k[1];	b -= b2;
    k[0] = (IVP_FLOAT)a;k[1] = (IVP_FLOAT)b;			c -= c2;
    k[2] = (IVP_FLOAT)c;  
}

void IVP_U_Float_Point::inline_calc_cross_product_and_normize(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2)
{
    IVP_DOUBLE a = v1->k[1]*v2->k[2];
    IVP_DOUBLE a2 = v2->k[1]*v1->k[2];
    IVP_DOUBLE b = v1->k[2]*v2->k[0];	
    IVP_DOUBLE b2 = v2->k[2]*v1->k[0];	a -= a2;
    IVP_DOUBLE c = v1->k[0]*v2->k[1];
    IVP_DOUBLE c2 = v2->k[0]*v1->k[1];	b -= b2;
    k[0] = (IVP_FLOAT)a;k[1] = (IVP_FLOAT)b;			c -= c2;
    k[2] = (IVP_FLOAT)c;
    this->normize();
}


void IVP_U_Float_Point::inline_set_vert_to_area_defined_by_three_points(const IVP_U_Float_Point *tp0,const IVP_U_Float_Point *tp1,const IVP_U_Float_Point *tp2)
{
#if 0
	unsigned int adress;
	unsigned int ali_adress;

	adress=(unsigned int)tp0;
	ali_adress=(adress & 0xfffffff0);
	IVP_ASSERT(adress==ali_adress);

	adress=(unsigned int)tp1;
	ali_adress=(adress & 0xfffffff0);
	IVP_ASSERT(adress==ali_adress);

	adress=(unsigned int)tp2;
	ali_adress=(adress & 0xfffffff0);
	IVP_ASSERT(adress==ali_adress);
#endif

	IVP_DOUBLE a0, a1, a2, b0, b1, b2;
	// calculate (not-normized) normal
	IVP_DOUBLE fp0 = tp0->k[0];
	IVP_DOUBLE fp1 = tp0->k[1];
	IVP_DOUBLE fp2 = tp0->k[2];
	a0 = tp1->k[0] - fp0;
	a1 = tp1->k[1] - fp1;
	a2 = tp1->k[2] - fp2;
	b0 = tp2->k[0] - fp0;
	b1 = tp2->k[1] - fp1;
	b2 = tp2->k[2] - fp2;

	IVP_DOUBLE c0 = b1*a2 - a1*b2;
	IVP_DOUBLE c1 = b2*a0 - a2*b0;
	IVP_DOUBLE c2 = b0*a1 - a0*b1;
	
	// calculate hesse-area
	this->k[0]=	c0;
	this->k[1]=	c1;
	this->k[2]=	c2;
}




inline void IVP_U_Quat::init(){
  x = y = z = 0.0f;
  w = 1.0f;
}

inline IVP_DOUBLE IVP_U_Quat::acos_quat(const IVP_U_Quat* q) const{ // acosinus between two quats
    return x* q->x + y * q->y + z * q->z + w * q->w;
}

inline void IVP_U_Quat::inline_set_mult_quat(const IVP_U_Quat* q1,const  IVP_U_Quat* q2) {
  IVP_U_Quat *res=this;
  IVP_DOUBLE xx,yy,zz,ww;
  xx = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y;
  yy = q1->w * q2->y + q1->y * q2->w + q1->z * q2->x - q1->x * q2->z;
  zz = q1->w * q2->z + q1->z * q2->w + q1->x * q2->y - q1->y * q2->x;
  ww = q1->w * q2->w - q1->x * q2->x - q1->y * q2->y - q1->z * q2->z;
  res->x = xx;
  res->y = yy;
  res->z = zz;
  res->w = ww;
}

inline void IVP_U_Quat::inline_set_mult_quat(const IVP_U_Quat* q1,const  IVP_U_Float_Quat* q2) {
  IVP_U_Quat *res=this;
  IVP_DOUBLE xx,yy,zz,ww;
  xx = q1->w * q2->x + q1->x * q2->w + q1->y * q2->z - q1->z * q2->y;
  yy = q1->w * q2->y + q1->y * q2->w + q1->z * q2->x - q1->x * q2->z;
  zz = q1->w * q2->z + q1->z * q2->w + q1->x * q2->y - q1->y * q2->x;
  ww = q1->w * q2->w - q1->x * q2->x - q1->y * q2->y - q1->z * q2->z;
  res->x = xx;
  res->y = yy;
  res->z = zz;
  res->w = ww;
}


void IVP_U_Quat::normize_correct_step(int steps) {
    IVP_U_Quat *quat = this;
    IVP_DOUBLE square = quat->x * quat->x + quat->y * quat->y + quat->z * quat->z + quat->w * quat->w;
    square *= 0.5f;
    IVP_DOUBLE factor = 1.5f - square;
    if (steps > 1)    factor += 0.5f - ( factor * factor * square );
    if (steps > 2)    factor += 0.5f - ( factor * factor * square );
    if (steps > 3)    factor += 0.5f - ( factor * factor * square );
    if (steps > 4)    factor += 0.5f - ( factor * factor * square );
    if (steps > 5)    factor += 0.5f - ( factor * factor * square );
    quat->x *= factor;
    quat->y *= factor;
    quat->z *= factor;
    quat->w *= factor;
}

void IVP_U_Float_Quat::set(const IVP_U_Quat *source){
    x = (IVP_FLOAT)source->x;
    y = (IVP_FLOAT)source->y;
    z = (IVP_FLOAT)source->z;
    w = (IVP_FLOAT)source->w;
}

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