summaryrefslogtreecommitdiff
path: root/libs/ode-0.16.1/OPCODE/Ice/IcePoint.h
blob: 7c8a931f9738ba8eb5c429b9f5237e57b5fe1c91 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
 *	Contains code for 3D vectors.
 *	\file		IcePoint.h
 *	\author		Pierre Terdiman
 *	\date		April, 4, 2000
 */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Include Guard
#ifndef __ICEPOINT_H__
#define __ICEPOINT_H__

	// Forward declarations
	class HPoint;
	class Plane;
	class Matrix3x3;
	class Matrix4x4;

	#define CROSS2D(a, b)	(a.x*b.y - b.x*a.y)

	const float EPSILON2 = 1.0e-20f;

	class ICEMATHS_API Point
	{
		public:

		//! Empty constructor
		inline_					Point()														{}
		//! Constructor from a single float
//		inline_					Point(float val) : x(val), y(val), z(val)					{}
// Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug.......
		//! Constructor from floats
		template<typename toffsetfloat>
		inline_					Point(toffsetfloat xx, toffsetfloat yy, toffsetfloat zz) : x((float)xx), y((float)yy), z((float)zz)	{}
		//! Constructor from array
		inline_					Point(const float f[3]) : x(f[X]), y(f[Y]), z(f[Z])		{}
		//! Copy constructor
		inline_					Point(const Point& p) : x(p.x), y(p.y), z(p.z)				{}
		//! Destructor
		inline_					~Point()													{}

		//! Clears the vector
		inline_	Point&			Zero()									{ x =			y =			z = 0.0f;			return *this;	}

		//! + infinity
		inline_	Point&			SetPlusInfinity()						{ x =			y =			z = MAX_FLOAT;		return *this;	}
		//! - infinity
		inline_	Point&			SetMinusInfinity()						{ x =			y =			z = MIN_FLOAT;		return *this;	}

		//! Sets positive unit random vector
				Point&			PositiveUnitRandomVector();
		//! Sets unit random vector
				Point&			UnitRandomVector();

		//! Assignment from values
		template<typename toffsetfloat>
		inline_	Point&			Set(toffsetfloat xx, toffsetfloat yy, toffsetfloat zz)	{ x  = (float)xx;	y  = (float)yy;	z  = (float)zz;	return *this;	}
		//! Assignment from array
		inline_	Point&			Set(const float f[3])					{ x  = f[X];	y  = f[Y];	z  = f[Z];			return *this;	}
		//! Assignment from another point
		inline_	Point&			Set(const Point& src)					{ x  = src.x;	y  = src.y;	z  = src.z;			return *this;	}

		//! Adds a vector
		inline_	Point&			Add(const Point& p)						{ x += p.x;		y += p.y;	z += p.z;			return *this;	}
		//! Adds a vector
		inline_	Point&			Add(float xx, float yy, float zz)		{ x += xx;		y += yy;	z += zz;			return *this;	}
		//! Adds a vector
		inline_	Point&			Add(const float f[3])					{ x += f[X];	y += f[Y];	z += f[Z];			return *this;	}
		//! Adds vectors
		inline_	Point&			Add(const Point& p, const Point& q)		{ x = p.x+q.x;	y = p.y+q.y;	z = p.z+q.z;	return *this;	}

		//! Subtracts a vector
		inline_	Point&			Sub(const Point& p)						{ x -= p.x;		y -= p.y;	z -= p.z;			return *this;	}
		//! Subtracts a vector
		inline_	Point&			Sub(float xx, float yy, float zz)		{ x -= xx;		y -= yy;	z -= zz;			return *this;	}
		//! Subtracts a vector
		inline_	Point&			Sub(const float f[3])					{ x -= f[X];	y -= f[Y];	z -= f[Z];			return *this;	}
		//! Subtracts vectors
		inline_	Point&			Sub(const Point& p, const Point& q)		{ x = p.x-q.x;	y = p.y-q.y;	z = p.z-q.z;	return *this;	}

		//! this = -this
		inline_	Point&			Neg()									{ x = -x;		y = -y;			z = -z;			return *this;	}
		//! this = -a
		inline_	Point&			Neg(const Point& a)						{ x = -a.x;		y = -a.y;		z = -a.z;		return *this;	}

		//! Multiplies by a scalar
		inline_	Point&			Mult(float s)							{ x *= s;		y *= s;		z *= s;				return *this;	}

		//! this = a * scalar
		inline_	Point&			Mult(const Point& a, float scalar)
								{
									x = a.x * scalar;
									y = a.y * scalar;
									z = a.z * scalar;
									return *this;
								}

		//! this = a + b * scalar
		inline_	Point&			Mac(const Point& a, const Point& b, float scalar)
								{
									x = a.x + b.x * scalar;
									y = a.y + b.y * scalar;
									z = a.z + b.z * scalar;
									return *this;
								}

		//! this = this + a * scalar
		inline_	Point&			Mac(const Point& a, float scalar)
								{
									x += a.x * scalar;
									y += a.y * scalar;
									z += a.z * scalar;
									return *this;
								}

		//! this = a - b * scalar
		inline_	Point&			Msc(const Point& a, const Point& b, float scalar)
								{
									x = a.x - b.x * scalar;
									y = a.y - b.y * scalar;
									z = a.z - b.z * scalar;
									return *this;
								}

		//! this = this - a * scalar
		inline_	Point&			Msc(const Point& a, float scalar)
								{
									x -= a.x * scalar;
									y -= a.y * scalar;
									z -= a.z * scalar;
									return *this;
								}

		//! this = a + b * scalarb + c * scalarc
		inline_	Point&			Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
								{
									x = a.x + b.x * scalarb + c.x * scalarc;
									y = a.y + b.y * scalarb + c.y * scalarc;
									z = a.z + b.z * scalarb + c.z * scalarc;
									return *this;
								}

		//! this = a - b * scalarb - c * scalarc
		inline_	Point&			Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc)
								{
									x = a.x - b.x * scalarb - c.x * scalarc;
									y = a.y - b.y * scalarb - c.y * scalarc;
									z = a.z - b.z * scalarb - c.z * scalarc;
									return *this;
								}

		//! this = mat * a
		inline_	Point&			Mult(const Matrix3x3& mat, const Point& a);

		//! this = mat1 * a1 + mat2 * a2
		inline_	Point&			Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2);

		//! this = this + mat * a
		inline_	Point&			Mac(const Matrix3x3& mat, const Point& a);

		//! this = transpose(mat) * a
		inline_	Point&			TransMult(const Matrix3x3& mat, const Point& a);

		//! Linear interpolate between two vectors: this = a + t * (b - a)
		inline_	Point&			Lerp(const Point& a, const Point& b, float t)
								{
									x = a.x + t * (b.x - a.x);
									y = a.y + t * (b.y - a.y);
									z = a.z + t * (b.z - a.z);
									return *this;
								}

		//! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2.
		//! this =	p0 * (2t^2 - t^3 - t)/2
		//!			+ p1 * (3t^3 - 5t^2 + 2)/2
		//!			+ p2 * (4t^2 - 3t^3 + t)/2
		//!			+ p3 * (t^3 - t^2)/2
		inline_	Point&			Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t)
								{
									float t2 = t * t;
									float t3 = t2 * t;
									float kp0 = (2.0f * t2 - t3 - t) * 0.5f;
									float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f;
									float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f;
									float kp3 = (t3 - t2) * 0.5f;
									x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3;
									y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3;
									z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3;
									return *this;
								}

		//! this = rotpos * r + linpos
		inline_	Point&			Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);

		//! this = trans(rotpos) * (r - linpos)
		inline_	Point&			InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos);

		//! Returns MIN(x, y, z);
		inline_	float			Min()				const		{ return MIN(x, MIN(y, z));												}
		//! Returns MAX(x, y, z);
		inline_	float			Max()				const		{ return MAX(x, MAX(y, z));												}
		//! Sets each element to be componentwise minimum
		inline_	Point&			Min(const Point& p)				{ x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z);	return *this;	}
		//! Sets each element to be componentwise maximum
		inline_	Point&			Max(const Point& p)				{ x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z);	return *this;	}

		//! Clamps each element
		inline_	Point&			Clamp(float min, float max)
								{
									if(x<min)	x=min;	if(x>max)	x=max;
									if(y<min)	y=min;	if(y>max)	y=max;
									if(z<min)	z=min;	if(z>max)	z=max;
									return *this;
								}

		//! Computes square magnitude
		inline_	float			SquareMagnitude()	const		{ return x*x + y*y + z*z;												}
		//! Computes magnitude
		inline_	float			Magnitude()			const		{ return sqrtf(x*x + y*y + z*z);										}
		//! Computes volume
		inline_	float			Volume()			const		{ return x * y * z;														}

		//! Checks the point is near zero
		inline_	bool			ApproxZero()		const		{ return SquareMagnitude() < EPSILON2;									}

		//! Tests for exact zero vector
		inline_	BOOL			IsZero()			const
								{
									if(IR(x) || IR(y) || IR(z))	return FALSE;
									return TRUE;
								}

		//! Checks point validity
		inline_	BOOL			IsValid()			const
								{
									if(!IsValidFloat(x))	return FALSE;
									if(!IsValidFloat(y))	return FALSE;
									if(!IsValidFloat(z))	return FALSE;
									return TRUE;
								}

		//! Slighty moves the point
				void			Tweak(udword coord_mask, udword tweak_mask)
								{
									if(coord_mask&1)	{ udword Dummy = IR(x);	Dummy^=tweak_mask;	x = FR(Dummy); }
									if(coord_mask&2)	{ udword Dummy = IR(y);	Dummy^=tweak_mask;	y = FR(Dummy); }
									if(coord_mask&4)	{ udword Dummy = IR(z);	Dummy^=tweak_mask;	z = FR(Dummy); }
								}

		#define TWEAKMASK		0x3fffff
		#define TWEAKNOTMASK	~TWEAKMASK
		//! Slighty moves the point out
		inline_	void			TweakBigger()
								{
									udword	Dummy = (IR(x)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(x))	Dummy+=TWEAKMASK+1;	x = FR(Dummy);
											Dummy = (IR(y)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(y))	Dummy+=TWEAKMASK+1;	y = FR(Dummy);
											Dummy = (IR(z)&TWEAKNOTMASK);	if(!IS_NEGATIVE_FLOAT(z))	Dummy+=TWEAKMASK+1;	z = FR(Dummy);
								}

		//! Slighty moves the point in
		inline_	void			TweakSmaller()
								{
									udword	Dummy = (IR(x)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(x))	Dummy+=TWEAKMASK+1;	x = FR(Dummy);
											Dummy = (IR(y)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(y))	Dummy+=TWEAKMASK+1;	y = FR(Dummy);
											Dummy = (IR(z)&TWEAKNOTMASK);	if(IS_NEGATIVE_FLOAT(z))	Dummy+=TWEAKMASK+1;	z = FR(Dummy);
								}

		//! Normalizes the vector
		inline_	Point&			Normalize()
								{
									float M = x*x + y*y + z*z;
									if(M)
									{
										M = 1.0f / sqrtf(M);
										x *= M;
										y *= M;
										z *= M;
									}
									return *this;
								}

		//! Sets vector length
		inline_	Point&			SetLength(float length)
								{
									float NewLength = length / Magnitude();
									x *= NewLength;
									y *= NewLength;
									z *= NewLength;
									return *this;
								}

		//! Clamps vector length
		inline_	Point&			ClampLength(float limit_length)
								{
									if(limit_length>=0.0f)	// Magnitude must be positive
									{
										float CurrentSquareLength = SquareMagnitude();

										if(CurrentSquareLength > limit_length * limit_length)
										{
											float Coeff = limit_length / sqrtf(CurrentSquareLength);
											x *= Coeff;
											y *= Coeff;
											z *= Coeff;
										}
									}
									return *this;
								}

		//! Computes distance to another point
		inline_	float			Distance(const Point& b)			const
								{
									return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
								}

		//! Computes square distance to another point
		inline_	float			SquareDistance(const Point& b)		const
								{
									return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z));
								}

		//! Dot product dp = this|a
		inline_	float			Dot(const Point& p)					const		{	return p.x * x + p.y * y + p.z * z;				}

		//! Cross product this = a x b
		inline_	Point&			Cross(const Point& a, const Point& b)
								{
									x = a.y * b.z - a.z * b.y;
									y = a.z * b.x - a.x * b.z;
									z = a.x * b.y - a.y * b.x;
									return *this;
								}

		//! Vector code ( bitmask = sign(z) | sign(y) | sign(x) )
		inline_	udword			VectorCode()						const
								{
									return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29);
								}

		//! Returns largest axis
		inline_	PointComponent	LargestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = X;
									if(Vals[Y] > Vals[m]) m = Y;
									if(Vals[Z] > Vals[m]) m = Z;
									return m;
								}

		//! Returns closest axis
		inline_	PointComponent	ClosestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = X;
									if(AIR(Vals[Y]) > AIR(Vals[m])) m = Y;
									if(AIR(Vals[Z]) > AIR(Vals[m])) m = Z;
									return m;
								}

		//! Returns smallest axis
		inline_	PointComponent	SmallestAxis()						const
								{
									const float* Vals = &x;
									PointComponent m = X;
									if(Vals[Y] < Vals[m]) m = Y;
									if(Vals[Z] < Vals[m]) m = Z;
									return m;
								}

		//! Refracts the point
				Point&			Refract(const Point& eye, const Point& n, float refractindex, Point& refracted);

		//! Projects the point onto a plane
				Point&			ProjectToPlane(const Plane& p);

		//! Projects the point onto the screen
				void			ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const;

		//! Unfolds the point onto a plane according to edge(a,b)
				Point&			Unfold(Plane& p, Point& a, Point& b);

		//! Hash function from Ville Miettinen
		inline_	udword			GetHashValue()						const
								{
									const udword* h = (const udword*)(this);
									udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff;	// avoid problems with +-0
									return (f>>22)^(f>>12)^(f);
								}

		//! Stuff magic values in the point, marking it as explicitely not used.
				void			SetNotUsed();
		//! Checks the point is marked as not used
				BOOL			IsNotUsed()							const;

		// Arithmetic operators

		//! Unary operator for Point Negate = - Point
		inline_	Point			operator-()							const		{ return Point(-x, -y, -z);							}

		//! Operator for Point Plus = Point + Point.
		inline_	Point			operator+(const Point& p)			const		{ return Point(x + p.x, y + p.y, z + p.z);			}
		//! Operator for Point Minus = Point - Point.
		inline_	Point			operator-(const Point& p)			const		{ return Point(x - p.x, y - p.y, z - p.z);			}

		//! Operator for Point Mul   = Point * Point.
		inline_	Point			operator*(const Point& p)			const		{ return Point(x * p.x, y * p.y, z * p.z);			}
		//! Operator for Point Scale = Point * float.
		inline_	Point			operator*(float s)					const		{ return Point(x * s,   y * s,   z * s );			}
		//! Operator for Point Scale = float * Point.
		inline_ friend	Point	operator*(float s, const Point& p)				{ return Point(s * p.x, s * p.y, s * p.z);			}

		//! Operator for Point Div   = Point / Point.
		inline_	Point			operator/(const Point& p)			const		{ return Point(x / p.x, y / p.y, z / p.z);			}
		//! Operator for Point Scale = Point / float.
		inline_	Point			operator/(float s)					const		{ s = 1.0f / s; return Point(x * s, y * s, z * s);	}
		//! Operator for Point Scale = float / Point.
		inline_	friend	Point	operator/(float s, const Point& p)				{ return Point(s / p.x, s / p.y, s / p.z);			}

		//! Operator for float DotProd = Point | Point.
		inline_	float			operator|(const Point& p)			const		{ return x*p.x + y*p.y + z*p.z;						}
		//! Operator for Point VecProd = Point ^ Point.
		inline_	Point			operator^(const Point& p)			const
								{
									return Point(
									y * p.z - z * p.y,
									z * p.x - x * p.z,
									x * p.y - y * p.x );
								}

		//! Operator for Point += Point.
		inline_	Point&			operator+=(const Point& p)						{ x += p.x; y += p.y; z += p.z;	return *this;		}
		//! Operator for Point += float.
		inline_	Point&			operator+=(float s)								{ x += s;   y += s;   z += s;	return *this;		}

		//! Operator for Point -= Point.
		inline_	Point&			operator-=(const Point& p)						{ x -= p.x; y -= p.y; z -= p.z;	return *this;		}
		//! Operator for Point -= float.
		inline_	Point&			operator-=(float s)								{ x -= s;   y -= s;   z -= s;	return *this;		}

		//! Operator for Point *= Point.
		inline_	Point&			operator*=(const Point& p)						{ x *= p.x; y *= p.y; z *= p.z;	return *this;		}
		//! Operator for Point *= float.
		inline_	Point&			operator*=(float s)								{ x *= s; y *= s; z *= s;		return *this;		}

		//! Operator for Point /= Point.
		inline_	Point&			operator/=(const Point& p)						{ x /= p.x; y /= p.y; z /= p.z;	return *this;		}
		//! Operator for Point /= float.
		inline_	Point&			operator/=(float s)								{ s = 1.0f/s; x *= s; y *= s; z *= s; return *this; }

		// Logical operators

		//! Operator for "if(Point==Point)"
		inline_	bool			operator==(const Point& p)			const		{ return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z)));	}
		//! Operator for "if(Point!=Point)"
		inline_	bool			operator!=(const Point& p)			const		{ return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z)));	}

		// Arithmetic operators

		//! Operator for Point Mul = Point * Matrix3x3.
		inline_	Point			operator*(const Matrix3x3& mat)		const
								{
									class ShadowMatrix3x3{ public: float m[3][3]; };	// To allow inlining
									const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;

									return Point(
									x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0],
									x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1],
									x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] );
								}

		//! Operator for Point Mul = Point * Matrix4x4.
		inline_	Point			operator*(const Matrix4x4& mat)		const
								{
									class ShadowMatrix4x4{ public: float m[4][4]; };	// To allow inlining
									const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;

									return Point(
									x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0],
									x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1],
									x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]);
								}

		//! Operator for Point *= Matrix3x3.
		inline_	Point&			operator*=(const Matrix3x3& mat)
								{
									class ShadowMatrix3x3{ public: float m[3][3]; };	// To allow inlining
									const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat;

									float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0];
									float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1];
									float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2];

									x = xp;	y = yp;	z = zp;

									return *this;
								}

		//! Operator for Point *= Matrix4x4.
		inline_	Point&			operator*=(const Matrix4x4& mat)
								{
									class ShadowMatrix4x4{ public: float m[4][4]; };	// To allow inlining
									const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat;

									float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0];
									float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1];
									float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2];

									x = xp;	y = yp;	z = zp;

									return *this;
								}

		// Cast operators

		//! Cast a Point to a HPoint. w is set to zero.
								operator	HPoint()				const;

		inline_					operator	const	float*() const	{ return &x; }
		inline_					operator			float*()		{ return &x; }

		public:
				float			x, y, z;
	};

	FUNCTION ICEMATHS_API void Normalize1(Point& a);
	FUNCTION ICEMATHS_API void Normalize2(Point& a);

#endif //__ICEPOINT_H__