1 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 2 /** 3 * Contains code for 3D vectors. 4 * \file IcePoint.h 5 * \author Pierre Terdiman 6 * \date April, 4, 2000 7 */ 8 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 9 10 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 11 // Include Guard 12 #ifndef __ICEPOINT_H__ 13 #define __ICEPOINT_H__ 14 15 // Forward declarations 16 class HPoint; 17 class Plane; 18 class Matrix3x3; 19 class Matrix4x4; 20 21 #define CROSS2D(a, b) (a.x*b.y - b.x*a.y) 22 23 const float EPSILON2 = 1.0e-20f; 24 25 class ICEMATHS_API Point 26 { 27 public: 28 29 //! Empty constructor Point()30 inline_ Point() {} 31 //! Constructor from a single float 32 // inline_ Point(float val) : x(val), y(val), z(val) {} 33 // Removed since it introduced the nasty "Point T = *Matrix4x4.GetTrans();" bug....... 34 //! Constructor from floats Point(float xx,float yy,float zz)35 inline_ Point(float xx, float yy, float zz) : x(xx), y(yy), z(zz) {} 36 //! Constructor from array Point(const float f[3])37 inline_ Point(const float f[3]) : x(f[X]), y(f[Y]), z(f[Z]) {} 38 //! Copy constructor Point(const Point & p)39 inline_ Point(const Point& p) : x(p.x), y(p.y), z(p.z) {} 40 //! Destructor ~Point()41 inline_ ~Point() {} 42 43 //! Clears the vector Zero()44 inline_ Point& Zero() { x = y = z = 0.0f; return *this; } 45 46 //! + infinity SetPlusInfinity()47 inline_ Point& SetPlusInfinity() { x = y = z = MAX_FLOAT; return *this; } 48 //! - infinity SetMinusInfinity()49 inline_ Point& SetMinusInfinity() { x = y = z = MIN_FLOAT; return *this; } 50 51 //! Sets positive unit random vector 52 Point& PositiveUnitRandomVector(); 53 //! Sets unit random vector 54 Point& UnitRandomVector(); 55 56 //! Assignment from values Set(float xx,float yy,float zz)57 inline_ Point& Set(float xx, float yy, float zz) { x = xx; y = yy; z = zz; return *this; } 58 //! Assignment from array Set(const float f[3])59 inline_ Point& Set(const float f[3]) { x = f[X]; y = f[Y]; z = f[Z]; return *this; } 60 //! Assignment from another point Set(const Point & src)61 inline_ Point& Set(const Point& src) { x = src.x; y = src.y; z = src.z; return *this; } 62 63 //! Adds a vector Add(const Point & p)64 inline_ Point& Add(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; } 65 //! Adds a vector Add(float xx,float yy,float zz)66 inline_ Point& Add(float xx, float yy, float zz) { x += xx; y += yy; z += zz; return *this; } 67 //! Adds a vector Add(const float f[3])68 inline_ Point& Add(const float f[3]) { x += f[X]; y += f[Y]; z += f[Z]; return *this; } 69 //! Adds vectors Add(const Point & p,const Point & q)70 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; } 71 72 //! Subtracts a vector Sub(const Point & p)73 inline_ Point& Sub(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; } 74 //! Subtracts a vector Sub(float xx,float yy,float zz)75 inline_ Point& Sub(float xx, float yy, float zz) { x -= xx; y -= yy; z -= zz; return *this; } 76 //! Subtracts a vector Sub(const float f[3])77 inline_ Point& Sub(const float f[3]) { x -= f[X]; y -= f[Y]; z -= f[Z]; return *this; } 78 //! Subtracts vectors Sub(const Point & p,const Point & q)79 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; } 80 81 //! this = -this Neg()82 inline_ Point& Neg() { x = -x; y = -y; z = -z; return *this; } 83 //! this = -a Neg(const Point & a)84 inline_ Point& Neg(const Point& a) { x = -a.x; y = -a.y; z = -a.z; return *this; } 85 86 //! Multiplies by a scalar Mult(float s)87 inline_ Point& Mult(float s) { x *= s; y *= s; z *= s; return *this; } 88 89 //! this = a * scalar Mult(const Point & a,float scalar)90 inline_ Point& Mult(const Point& a, float scalar) 91 { 92 x = a.x * scalar; 93 y = a.y * scalar; 94 z = a.z * scalar; 95 return *this; 96 } 97 98 //! this = a + b * scalar Mac(const Point & a,const Point & b,float scalar)99 inline_ Point& Mac(const Point& a, const Point& b, float scalar) 100 { 101 x = a.x + b.x * scalar; 102 y = a.y + b.y * scalar; 103 z = a.z + b.z * scalar; 104 return *this; 105 } 106 107 //! this = this + a * scalar Mac(const Point & a,float scalar)108 inline_ Point& Mac(const Point& a, float scalar) 109 { 110 x += a.x * scalar; 111 y += a.y * scalar; 112 z += a.z * scalar; 113 return *this; 114 } 115 116 //! this = a - b * scalar Msc(const Point & a,const Point & b,float scalar)117 inline_ Point& Msc(const Point& a, const Point& b, float scalar) 118 { 119 x = a.x - b.x * scalar; 120 y = a.y - b.y * scalar; 121 z = a.z - b.z * scalar; 122 return *this; 123 } 124 125 //! this = this - a * scalar Msc(const Point & a,float scalar)126 inline_ Point& Msc(const Point& a, float scalar) 127 { 128 x -= a.x * scalar; 129 y -= a.y * scalar; 130 z -= a.z * scalar; 131 return *this; 132 } 133 134 //! this = a + b * scalarb + c * scalarc Mac2(const Point & a,const Point & b,float scalarb,const Point & c,float scalarc)135 inline_ Point& Mac2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc) 136 { 137 x = a.x + b.x * scalarb + c.x * scalarc; 138 y = a.y + b.y * scalarb + c.y * scalarc; 139 z = a.z + b.z * scalarb + c.z * scalarc; 140 return *this; 141 } 142 143 //! this = a - b * scalarb - c * scalarc Msc2(const Point & a,const Point & b,float scalarb,const Point & c,float scalarc)144 inline_ Point& Msc2(const Point& a, const Point& b, float scalarb, const Point& c, float scalarc) 145 { 146 x = a.x - b.x * scalarb - c.x * scalarc; 147 y = a.y - b.y * scalarb - c.y * scalarc; 148 z = a.z - b.z * scalarb - c.z * scalarc; 149 return *this; 150 } 151 152 //! this = mat * a 153 inline_ Point& Mult(const Matrix3x3& mat, const Point& a); 154 155 //! this = mat1 * a1 + mat2 * a2 156 inline_ Point& Mult2(const Matrix3x3& mat1, const Point& a1, const Matrix3x3& mat2, const Point& a2); 157 158 //! this = this + mat * a 159 inline_ Point& Mac(const Matrix3x3& mat, const Point& a); 160 161 //! this = transpose(mat) * a 162 inline_ Point& TransMult(const Matrix3x3& mat, const Point& a); 163 164 //! Linear interpolate between two vectors: this = a + t * (b - a) Lerp(const Point & a,const Point & b,float t)165 inline_ Point& Lerp(const Point& a, const Point& b, float t) 166 { 167 x = a.x + t * (b.x - a.x); 168 y = a.y + t * (b.y - a.y); 169 z = a.z + t * (b.z - a.z); 170 return *this; 171 } 172 173 //! Hermite interpolate between p1 and p2. p0 and p3 are used for finding gradient at p1 and p2. 174 //! this = p0 * (2t^2 - t^3 - t)/2 175 //! + p1 * (3t^3 - 5t^2 + 2)/2 176 //! + p2 * (4t^2 - 3t^3 + t)/2 177 //! + p3 * (t^3 - t^2)/2 Herp(const Point & p0,const Point & p1,const Point & p2,const Point & p3,float t)178 inline_ Point& Herp(const Point& p0, const Point& p1, const Point& p2, const Point& p3, float t) 179 { 180 float t2 = t * t; 181 float t3 = t2 * t; 182 float kp0 = (2.0f * t2 - t3 - t) * 0.5f; 183 float kp1 = (3.0f * t3 - 5.0f * t2 + 2.0f) * 0.5f; 184 float kp2 = (4.0f * t2 - 3.0f * t3 + t) * 0.5f; 185 float kp3 = (t3 - t2) * 0.5f; 186 x = p0.x * kp0 + p1.x * kp1 + p2.x * kp2 + p3.x * kp3; 187 y = p0.y * kp0 + p1.y * kp1 + p2.y * kp2 + p3.y * kp3; 188 z = p0.z * kp0 + p1.z * kp1 + p2.z * kp2 + p3.z * kp3; 189 return *this; 190 } 191 192 //! this = rotpos * r + linpos 193 inline_ Point& Transform(const Point& r, const Matrix3x3& rotpos, const Point& linpos); 194 195 //! this = trans(rotpos) * (r - linpos) 196 inline_ Point& InvTransform(const Point& r, const Matrix3x3& rotpos, const Point& linpos); 197 198 //! Returns MIN(x, y, z); Min()199 inline_ float Min() const { return MIN(x, MIN(y, z)); } 200 //! Returns MAX(x, y, z); Max()201 inline_ float Max() const { return MAX(x, MAX(y, z)); } 202 //! Sets each element to be componentwise minimum Min(const Point & p)203 inline_ Point& Min(const Point& p) { x = MIN(x, p.x); y = MIN(y, p.y); z = MIN(z, p.z); return *this; } 204 //! Sets each element to be componentwise maximum Max(const Point & p)205 inline_ Point& Max(const Point& p) { x = MAX(x, p.x); y = MAX(y, p.y); z = MAX(z, p.z); return *this; } 206 207 //! Clamps each element Clamp(float min,float max)208 inline_ Point& Clamp(float min, float max) 209 { 210 if(x<min) x=min; if(x>max) x=max; 211 if(y<min) y=min; if(y>max) y=max; 212 if(z<min) z=min; if(z>max) z=max; 213 return *this; 214 } 215 216 //! Computes square magnitude SquareMagnitude()217 inline_ float SquareMagnitude() const { return x*x + y*y + z*z; } 218 //! Computes magnitude Magnitude()219 inline_ float Magnitude() const { return sqrtf(x*x + y*y + z*z); } 220 //! Computes volume Volume()221 inline_ float Volume() const { return x * y * z; } 222 223 //! Checks the point is near zero ApproxZero()224 inline_ bool ApproxZero() const { return SquareMagnitude() < EPSILON2; } 225 226 //! Tests for exact zero vector IsZero()227 inline_ BOOL IsZero() const 228 { 229 if(IR(x) || IR(y) || IR(z)) return FALSE; 230 return TRUE; 231 } 232 233 //! Checks point validity IsValid()234 inline_ BOOL IsValid() const 235 { 236 if(!IsValidFloat(x)) return FALSE; 237 if(!IsValidFloat(y)) return FALSE; 238 if(!IsValidFloat(z)) return FALSE; 239 return TRUE; 240 } 241 242 //! Slighty moves the point Tweak(udword coord_mask,udword tweak_mask)243 void Tweak(udword coord_mask, udword tweak_mask) 244 { 245 if(coord_mask&1) { udword Dummy = IR(x); Dummy^=tweak_mask; x = FR(Dummy); } 246 if(coord_mask&2) { udword Dummy = IR(y); Dummy^=tweak_mask; y = FR(Dummy); } 247 if(coord_mask&4) { udword Dummy = IR(z); Dummy^=tweak_mask; z = FR(Dummy); } 248 } 249 250 #define TWEAKMASK 0x3fffff 251 #define TWEAKNOTMASK ~TWEAKMASK 252 //! Slighty moves the point out TweakBigger()253 inline_ void TweakBigger() 254 { 255 udword Dummy = (IR(x)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy); 256 Dummy = (IR(y)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy); 257 Dummy = (IR(z)&TWEAKNOTMASK); if(!IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy); 258 } 259 260 //! Slighty moves the point in TweakSmaller()261 inline_ void TweakSmaller() 262 { 263 udword Dummy = (IR(x)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(x)) Dummy+=TWEAKMASK+1; x = FR(Dummy); 264 Dummy = (IR(y)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(y)) Dummy+=TWEAKMASK+1; y = FR(Dummy); 265 Dummy = (IR(z)&TWEAKNOTMASK); if(IS_NEGATIVE_FLOAT(z)) Dummy+=TWEAKMASK+1; z = FR(Dummy); 266 } 267 268 //! Normalizes the vector Normalize()269 inline_ Point& Normalize() 270 { 271 float M = x*x + y*y + z*z; 272 if(M) 273 { 274 M = 1.0f / sqrtf(M); 275 x *= M; 276 y *= M; 277 z *= M; 278 } 279 return *this; 280 } 281 282 //! Sets vector length SetLength(float length)283 inline_ Point& SetLength(float length) 284 { 285 float NewLength = length / Magnitude(); 286 x *= NewLength; 287 y *= NewLength; 288 z *= NewLength; 289 return *this; 290 } 291 292 //! Clamps vector length ClampLength(float limit_length)293 inline_ Point& ClampLength(float limit_length) 294 { 295 if(limit_length>=0.0f) // Magnitude must be positive 296 { 297 float CurrentSquareLength = SquareMagnitude(); 298 299 if(CurrentSquareLength > limit_length * limit_length) 300 { 301 float Coeff = limit_length / sqrtf(CurrentSquareLength); 302 x *= Coeff; 303 y *= Coeff; 304 z *= Coeff; 305 } 306 } 307 return *this; 308 } 309 310 //! Computes distance to another point Distance(const Point & b)311 inline_ float Distance(const Point& b) const 312 { 313 return sqrtf((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z)); 314 } 315 316 //! Computes square distance to another point SquareDistance(const Point & b)317 inline_ float SquareDistance(const Point& b) const 318 { 319 return ((x - b.x)*(x - b.x) + (y - b.y)*(y - b.y) + (z - b.z)*(z - b.z)); 320 } 321 322 //! Dot product dp = this|a Dot(const Point & p)323 inline_ float Dot(const Point& p) const { return p.x * x + p.y * y + p.z * z; } 324 325 //! Cross product this = a x b Cross(const Point & a,const Point & b)326 inline_ Point& Cross(const Point& a, const Point& b) 327 { 328 x = a.y * b.z - a.z * b.y; 329 y = a.z * b.x - a.x * b.z; 330 z = a.x * b.y - a.y * b.x; 331 return *this; 332 } 333 334 //! Vector code ( bitmask = sign(z) | sign(y) | sign(x) ) VectorCode()335 inline_ udword VectorCode() const 336 { 337 return (IR(x)>>31) | ((IR(y)&SIGN_BITMASK)>>30) | ((IR(z)&SIGN_BITMASK)>>29); 338 } 339 340 //! Returns largest axis LargestAxis()341 inline_ PointComponent LargestAxis() const 342 { 343 const float* Vals = &x; 344 PointComponent m = X; 345 if(Vals[Y] > Vals[m]) m = Y; 346 if(Vals[Z] > Vals[m]) m = Z; 347 return m; 348 } 349 350 //! Returns closest axis ClosestAxis()351 inline_ PointComponent ClosestAxis() const 352 { 353 const float* Vals = &x; 354 PointComponent m = X; 355 if(AIR(Vals[Y]) > AIR(Vals[m])) m = Y; 356 if(AIR(Vals[Z]) > AIR(Vals[m])) m = Z; 357 return m; 358 } 359 360 //! Returns smallest axis SmallestAxis()361 inline_ PointComponent SmallestAxis() const 362 { 363 const float* Vals = &x; 364 PointComponent m = X; 365 if(Vals[Y] < Vals[m]) m = Y; 366 if(Vals[Z] < Vals[m]) m = Z; 367 return m; 368 } 369 370 //! Refracts the point 371 Point& Refract(const Point& eye, const Point& n, float refractindex, Point& refracted); 372 373 //! Projects the point onto a plane 374 Point& ProjectToPlane(const Plane& p); 375 376 //! Projects the point onto the screen 377 void ProjectToScreen(float halfrenderwidth, float halfrenderheight, const Matrix4x4& mat, HPoint& projected) const; 378 379 //! Unfolds the point onto a plane according to edge(a,b) 380 Point& Unfold(Plane& p, Point& a, Point& b); 381 382 //! Hash function from Ville Miettinen GetHashValue()383 inline_ udword GetHashValue() const 384 { 385 const udword* h = (const udword*)(this); 386 udword f = (h[0]+h[1]*11-(h[2]*17)) & 0x7fffffff; // avoid problems with +-0 387 return (f>>22)^(f>>12)^(f); 388 } 389 390 //! Stuff magic values in the point, marking it as explicitely not used. 391 void SetNotUsed(); 392 //! Checks the point is marked as not used 393 BOOL IsNotUsed() const; 394 395 // Arithmetic operators 396 397 //! Unary operator for Point Negate = - Point 398 inline_ Point operator-() const { return Point(-x, -y, -z); } 399 400 //! Operator for Point Plus = Point + Point. 401 inline_ Point operator+(const Point& p) const { return Point(x + p.x, y + p.y, z + p.z); } 402 //! Operator for Point Minus = Point - Point. 403 inline_ Point operator-(const Point& p) const { return Point(x - p.x, y - p.y, z - p.z); } 404 405 //! Operator for Point Mul = Point * Point. 406 inline_ Point operator*(const Point& p) const { return Point(x * p.x, y * p.y, z * p.z); } 407 //! Operator for Point Scale = Point * float. 408 inline_ Point operator*(float s) const { return Point(x * s, y * s, z * s ); } 409 //! Operator for Point Scale = float * Point. 410 inline_ friend Point operator*(float s, const Point& p) { return Point(s * p.x, s * p.y, s * p.z); } 411 412 //! Operator for Point Div = Point / Point. 413 inline_ Point operator/(const Point& p) const { return Point(x / p.x, y / p.y, z / p.z); } 414 //! Operator for Point Scale = Point / float. 415 inline_ Point operator/(float s) const { s = 1.0f / s; return Point(x * s, y * s, z * s); } 416 //! Operator for Point Scale = float / Point. 417 inline_ friend Point operator/(float s, const Point& p) { return Point(s / p.x, s / p.y, s / p.z); } 418 419 //! Operator for float DotProd = Point | Point. 420 inline_ float operator|(const Point& p) const { return x*p.x + y*p.y + z*p.z; } 421 //! Operator for Point VecProd = Point ^ Point. 422 inline_ Point operator^(const Point& p) const 423 { 424 return Point( 425 y * p.z - z * p.y, 426 z * p.x - x * p.z, 427 x * p.y - y * p.x ); 428 } 429 430 //! Operator for Point += Point. 431 inline_ Point& operator+=(const Point& p) { x += p.x; y += p.y; z += p.z; return *this; } 432 //! Operator for Point += float. 433 inline_ Point& operator+=(float s) { x += s; y += s; z += s; return *this; } 434 435 //! Operator for Point -= Point. 436 inline_ Point& operator-=(const Point& p) { x -= p.x; y -= p.y; z -= p.z; return *this; } 437 //! Operator for Point -= float. 438 inline_ Point& operator-=(float s) { x -= s; y -= s; z -= s; return *this; } 439 440 //! Operator for Point *= Point. 441 inline_ Point& operator*=(const Point& p) { x *= p.x; y *= p.y; z *= p.z; return *this; } 442 //! Operator for Point *= float. 443 inline_ Point& operator*=(float s) { x *= s; y *= s; z *= s; return *this; } 444 445 //! Operator for Point /= Point. 446 inline_ Point& operator/=(const Point& p) { x /= p.x; y /= p.y; z /= p.z; return *this; } 447 //! Operator for Point /= float. 448 inline_ Point& operator/=(float s) { s = 1.0f/s; x *= s; y *= s; z *= s; return *this; } 449 450 // Logical operators 451 452 //! Operator for "if(Point==Point)" 453 inline_ bool operator==(const Point& p) const { return ( (IR(x)==IR(p.x))&&(IR(y)==IR(p.y))&&(IR(z)==IR(p.z))); } 454 //! Operator for "if(Point!=Point)" 455 inline_ bool operator!=(const Point& p) const { return ( (IR(x)!=IR(p.x))||(IR(y)!=IR(p.y))||(IR(z)!=IR(p.z))); } 456 457 // Arithmetic operators 458 459 //! Operator for Point Mul = Point * Matrix3x3. 460 inline_ Point operator*(const Matrix3x3& mat) const 461 { 462 class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining 463 const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat; 464 465 return Point( 466 x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0], 467 x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1], 468 x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] ); 469 } 470 471 //! Operator for Point Mul = Point * Matrix4x4. 472 inline_ Point operator*(const Matrix4x4& mat) const 473 { 474 class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining 475 const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat; 476 477 return Point( 478 x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0], 479 x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1], 480 x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]); 481 } 482 483 //! Operator for Point *= Matrix3x3. 484 inline_ Point& operator*=(const Matrix3x3& mat) 485 { 486 class ShadowMatrix3x3{ public: float m[3][3]; }; // To allow inlining 487 const ShadowMatrix3x3* Mat = (const ShadowMatrix3x3*)&mat; 488 489 float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0]; 490 float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1]; 491 float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2]; 492 493 x = xp; y = yp; z = zp; 494 495 return *this; 496 } 497 498 //! Operator for Point *= Matrix4x4. 499 inline_ Point& operator*=(const Matrix4x4& mat) 500 { 501 class ShadowMatrix4x4{ public: float m[4][4]; }; // To allow inlining 502 const ShadowMatrix4x4* Mat = (const ShadowMatrix4x4*)&mat; 503 504 float xp = x * Mat->m[0][0] + y * Mat->m[1][0] + z * Mat->m[2][0] + Mat->m[3][0]; 505 float yp = x * Mat->m[0][1] + y * Mat->m[1][1] + z * Mat->m[2][1] + Mat->m[3][1]; 506 float zp = x * Mat->m[0][2] + y * Mat->m[1][2] + z * Mat->m[2][2] + Mat->m[3][2]; 507 508 x = xp; y = yp; z = zp; 509 510 return *this; 511 } 512 513 // Cast operators 514 515 //! Cast a Point to a HPoint. w is set to zero. 516 operator HPoint() const; 517 518 inline_ operator const float*() const { return &x; } 519 inline_ operator float*() { return &x; } 520 521 public: 522 float x, y, z; 523 }; 524 525 FUNCTION ICEMATHS_API void Normalize1(Point& a); 526 FUNCTION ICEMATHS_API void Normalize2(Point& a); 527 528 #endif //__ICEPOINT_H__ 529