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📄 ivu_linear_piii.hxx

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

//IVP_EXPORT_PROTECTED

#ifndef WIN32
#	pragma interface
#endif

inline void IVP_U_Float_Point::set_negative(const IVP_U_Float_Point *p_source){
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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 void IVP_U_Float_Point::set_pairwise_mult (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2){	// pairwise multiple
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{    
	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_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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 IVP_DOUBLE IVP_U_Float_Point::quad_length() const {
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	return (k[0]*k[0] + k[1]*k[1] + k[2]*k[2]);
    }else{
	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_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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 void IVP_U_Float_Point::set_to_zero() {
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	k[0] = k[1] = k[2] = 0.0f;
    }else{
	k[0] = k[1] = k[2] = 0.0f;
    }
}

inline void IVP_U_Float_Point::set(const IVP_U_Float_Point *p_source){
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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::add_multiple (const IVP_U_Float_Point *v1, const IVP_U_Float_Point *v2, IVP_DOUBLE factor2){	// vektor addition
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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 IVP_DOUBLE IVP_U_Float_Point::dot_product(const IVP_U_Float_Point *v2) const {
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
        return( k[0]*v2->k[0] + k[1]*v2->k[1] + k[2]*v2->k[2] );
    }else{
        return( k[0]*v2->k[0] + k[1]*v2->k[1] + k[2]*v2->k[2] );
    }
};

inline void IVP_U_Float_Point::set_multiple(const IVP_U_Float_Point *v, IVP_DOUBLE f){
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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::inline_subtract_and_mult(const IVP_U_Float_Point *v1,const IVP_U_Float_Point *v2, IVP_DOUBLE factor){	// vektor addition
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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_Hesse::get_dist(const IVP_U_Float_Point *p) const {
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	return this->dot_product(p) + hesse_val;
     }else{
	return this->dot_product(p) + hesse_val;
    }
}

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


void IVP_U_Matrix3::inline_vimult3( const IVP_U_Float_Point *p_in, IVP_U_Float_Point * p_out ) const{
    IVP_IF_PREFETCH_ENABLED(IVP_TRUE){
	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;
    }else{
	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];

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