541 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			541 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////
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| //
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| // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
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| // Digital Ltd. LLC
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| //
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| // All rights reserved.
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| //
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| // Redistribution and use in source and binary forms, with or without
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| // modification, are permitted provided that the following conditions are
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| // met:
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| // *       Redistributions of source code must retain the above copyright
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| // notice, this list of conditions and the following disclaimer.
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| // *       Redistributions in binary form must reproduce the above
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| // copyright notice, this list of conditions and the following disclaimer
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| // in the documentation and/or other materials provided with the
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| // distribution.
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| // *       Neither the name of Industrial Light & Magic nor the names of
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| // its contributors may be used to endorse or promote products derived
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| // from this software without specific prior written permission.
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| //
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| // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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| // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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| // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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| // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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| // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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| // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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| // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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| // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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| // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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| // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| //
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| ///////////////////////////////////////////////////////////////////////////
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| 
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| 
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| 
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| //----------------------------------------------------------------------------
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| //
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| //      Specializations of the Vec2<T> and Vec3<T> templates.
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| //
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| //----------------------------------------------------------------------------
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| 
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| #include "ImathVec.h"
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| 
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| #if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
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| // suppress exception specification warnings
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| #pragma warning(disable:4290)
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| #endif
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| 
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| 
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| namespace Imath {
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| 
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| namespace
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| {
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| 
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| template<class T>
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| bool
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| normalizeOrThrow(Vec2<T> &v)
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| {
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|     int axis = -1;
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|     for (int i = 0; i < 2; i ++)
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|     {
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|         if (v[i] != 0)
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|         {
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|             if (axis != -1)
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|             {
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|                 throw IntVecNormalizeExc ("Cannot normalize an integer "
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|                                           "vector unless it is parallel "
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|                                           "to a principal axis");
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|             }
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|             axis = i;
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|         }
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|     }
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|     v[axis] = (v[axis] > 0) ? 1 : -1;
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|     return true;
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| }
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| 
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| 
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| template<class T>
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| bool
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| normalizeOrThrow(Vec3<T> &v)
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| {
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|     int axis = -1;
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|     for (int i = 0; i < 3; i ++)
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|     {
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|         if (v[i] != 0)
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|         {
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|             if (axis != -1)
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|             {
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|                 throw IntVecNormalizeExc ("Cannot normalize an integer "
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|                                           "vector unless it is parallel "
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|                                           "to a principal axis");
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|             }
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|             axis = i;
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|         }
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|     }
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|     v[axis] = (v[axis] > 0) ? 1 : -1;
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|     return true;
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| }
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| 
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| 
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| template<class T>
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| bool
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| normalizeOrThrow(Vec4<T> &v)
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| {
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|     int axis = -1;
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|     for (int i = 0; i < 4; i ++)
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|     {
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|         if (v[i] != 0)
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|         {
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|             if (axis != -1)
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|             {
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|                 throw IntVecNormalizeExc ("Cannot normalize an integer "
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|                                           "vector unless it is parallel "
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|                                           "to a principal axis");
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|             }
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|             axis = i;
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|         }
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|     }
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|     v[axis] = (v[axis] > 0) ? 1 : -1;
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|     return true;
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| }
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| 
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| }
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| 
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| 
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| // Vec2<short>
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| 
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| template <>
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| short
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| Vec2<short>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     short lenS = (short) (lenF + 0.5f);
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|     return lenS;
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| }
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| 
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| template <>
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| const Vec2<short> &
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| Vec2<short>::normalize ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec2<short> &
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| Vec2<short>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec2<short> &
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| Vec2<short>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| Vec2<short>
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| Vec2<short>::normalized () const
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| {
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|     Vec2<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec2<short>
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| Vec2<short>::normalizedExc () const throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     Vec2<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec2<short>
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| Vec2<short>::normalizedNonNull () const
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| {
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|     Vec2<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| 
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| // Vec2<int>
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| 
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| template <>
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| int
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| Vec2<int>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     int lenI = (int) (lenF + 0.5f);
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|     return lenI;
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| }
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| 
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| template <>
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| const Vec2<int> &
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| Vec2<int>::normalize ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec2<int> &
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| Vec2<int>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec2<int> &
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| Vec2<int>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| Vec2<int>
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| Vec2<int>::normalized () const
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| {
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|     Vec2<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec2<int>
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| Vec2<int>::normalizedExc () const throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     Vec2<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec2<int>
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| Vec2<int>::normalizedNonNull () const
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| {
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|     Vec2<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| 
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| // Vec3<short>
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| 
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| template <>
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| short
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| Vec3<short>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     short lenS = (short) (lenF + 0.5f);
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|     return lenS;
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| }
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| 
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| template <>
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| const Vec3<short> &
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| Vec3<short>::normalize ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec3<short> &
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| Vec3<short>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec3<short> &
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| Vec3<short>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| Vec3<short>
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| Vec3<short>::normalized () const
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| {
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|     Vec3<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec3<short>
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| Vec3<short>::normalizedExc () const throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     Vec3<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec3<short>
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| Vec3<short>::normalizedNonNull () const
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| {
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|     Vec3<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| 
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| // Vec3<int>
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| 
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| template <>
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| int
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| Vec3<int>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     int lenI = (int) (lenF + 0.5f);
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|     return lenI;
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| }
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| 
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| template <>
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| const Vec3<int> &
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| Vec3<int>::normalize ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec3<int> &
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| Vec3<int>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec3<int> &
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| Vec3<int>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| Vec3<int>
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| Vec3<int>::normalized () const
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| {
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|     Vec3<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec3<int>
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| Vec3<int>::normalizedExc () const throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     Vec3<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec3<int>
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| Vec3<int>::normalizedNonNull () const
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| {
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|     Vec3<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
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| 
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| 
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| // Vec4<short>
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| 
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| template <>
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| short
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| Vec4<short>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     short lenS = (short) (lenF + 0.5f);
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|     return lenS;
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| }
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| 
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| template <>
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| const Vec4<short> &
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| Vec4<short>::normalize ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec4<short> &
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| Vec4<short>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec4<short> &
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| Vec4<short>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<short>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| Vec4<short>
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| Vec4<short>::normalized () const
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| {
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|     Vec4<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec4<short>
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| Vec4<short>::normalizedExc () const throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     Vec4<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| template <>
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| Vec4<short>
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| Vec4<short>::normalizedNonNull () const
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| {
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|     Vec4<short> v(*this);
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|     normalizeOrThrow<short>(v);
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|     return v;
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| }
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| 
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| 
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| // Vec4<int>
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| 
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| template <>
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| int
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| Vec4<int>::length () const
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| {
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|     float lenF = Math<float>::sqrt ((float)dot (*this));
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|     int lenI = (int) (lenF + 0.5f);
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|     return lenI;
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| }
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| 
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| template <>
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| const Vec4<int> &
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| Vec4<int>::normalize ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec4<int> &
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| Vec4<int>::normalizeExc () throw (Iex::MathExc)
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| {
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|     if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
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| template <>
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| const Vec4<int> &
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| Vec4<int>::normalizeNonNull ()
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| {
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|     normalizeOrThrow<int>(*this);
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|     return *this;
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| }
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| 
 | |
| template <>
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| Vec4<int>
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| Vec4<int>::normalized () const
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| {
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|     Vec4<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
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| }
 | |
| 
 | |
| template <>
 | |
| Vec4<int>
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| Vec4<int>::normalizedExc () const throw (Iex::MathExc)
 | |
| {
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|     if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
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|         throw NullVecExc ("Cannot normalize null vector.");
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| 
 | |
|     Vec4<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
 | |
| }
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| 
 | |
| template <>
 | |
| Vec4<int>
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| Vec4<int>::normalizedNonNull () const
 | |
| {
 | |
|     Vec4<int> v(*this);
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|     normalizeOrThrow<int>(v);
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|     return v;
 | |
| }
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| 
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| } // namespace Imath
 | 
