/src/FreeImage/Source/OpenEXR/Imath/ImathVec.cpp
https://bitbucket.org/cabalistic/ogredeps/ · C++ · 540 lines · 414 code · 81 blank · 45 comment · 89 complexity · 447fbf5ebceb25691b2450ba43782830 MD5 · raw file
- ///////////////////////////////////////////////////////////////////////////
- //
- // Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
- // Digital Ltd. LLC
- //
- // All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions are
- // met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above
- // copyright notice, this list of conditions and the following disclaimer
- // in the documentation and/or other materials provided with the
- // distribution.
- // * Neither the name of Industrial Light & Magic nor the names of
- // its contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- // "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- // LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- // A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- // OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- // LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- // DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- // THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- ///////////////////////////////////////////////////////////////////////////
- //----------------------------------------------------------------------------
- //
- // Specializations of the Vec2<T> and Vec3<T> templates.
- //
- //----------------------------------------------------------------------------
- #include "ImathVec.h"
- #if (defined _WIN32 || defined _WIN64) && defined _MSC_VER
- // suppress exception specification warnings
- #pragma warning(disable:4290)
- #endif
- namespace Imath {
- namespace
- {
- template<class T>
- bool
- normalizeOrThrow(Vec2<T> &v)
- {
- int axis = -1;
- for (int i = 0; i < 2; i ++)
- {
- if (v[i] != 0)
- {
- if (axis != -1)
- {
- throw IntVecNormalizeExc ("Cannot normalize an integer "
- "vector unless it is parallel "
- "to a principal axis");
- }
- axis = i;
- }
- }
- v[axis] = (v[axis] > 0) ? 1 : -1;
- return true;
- }
- template<class T>
- bool
- normalizeOrThrow(Vec3<T> &v)
- {
- int axis = -1;
- for (int i = 0; i < 3; i ++)
- {
- if (v[i] != 0)
- {
- if (axis != -1)
- {
- throw IntVecNormalizeExc ("Cannot normalize an integer "
- "vector unless it is parallel "
- "to a principal axis");
- }
- axis = i;
- }
- }
- v[axis] = (v[axis] > 0) ? 1 : -1;
- return true;
- }
- template<class T>
- bool
- normalizeOrThrow(Vec4<T> &v)
- {
- int axis = -1;
- for (int i = 0; i < 4; i ++)
- {
- if (v[i] != 0)
- {
- if (axis != -1)
- {
- throw IntVecNormalizeExc ("Cannot normalize an integer "
- "vector unless it is parallel "
- "to a principal axis");
- }
- axis = i;
- }
- }
- v[axis] = (v[axis] > 0) ? 1 : -1;
- return true;
- }
- }
- // Vec2<short>
- template <>
- short
- Vec2<short>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- short lenS = (short) (lenF + 0.5f);
- return lenS;
- }
- template <>
- const Vec2<short> &
- Vec2<short>::normalize ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec2<short> &
- Vec2<short>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec2<short> &
- Vec2<short>::normalizeNonNull ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- Vec2<short>
- Vec2<short>::normalized () const
- {
- Vec2<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec2<short>
- Vec2<short>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec2<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec2<short>
- Vec2<short>::normalizedNonNull () const
- {
- Vec2<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- // Vec2<int>
- template <>
- int
- Vec2<int>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- int lenI = (int) (lenF + 0.5f);
- return lenI;
- }
- template <>
- const Vec2<int> &
- Vec2<int>::normalize ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec2<int> &
- Vec2<int>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec2<int> &
- Vec2<int>::normalizeNonNull ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- Vec2<int>
- Vec2<int>::normalized () const
- {
- Vec2<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec2<int>
- Vec2<int>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec2<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec2<int>
- Vec2<int>::normalizedNonNull () const
- {
- Vec2<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- // Vec3<short>
- template <>
- short
- Vec3<short>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- short lenS = (short) (lenF + 0.5f);
- return lenS;
- }
- template <>
- const Vec3<short> &
- Vec3<short>::normalize ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec3<short> &
- Vec3<short>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec3<short> &
- Vec3<short>::normalizeNonNull ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- Vec3<short>
- Vec3<short>::normalized () const
- {
- Vec3<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec3<short>
- Vec3<short>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec3<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec3<short>
- Vec3<short>::normalizedNonNull () const
- {
- Vec3<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- // Vec3<int>
- template <>
- int
- Vec3<int>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- int lenI = (int) (lenF + 0.5f);
- return lenI;
- }
- template <>
- const Vec3<int> &
- Vec3<int>::normalize ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec3<int> &
- Vec3<int>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec3<int> &
- Vec3<int>::normalizeNonNull ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- Vec3<int>
- Vec3<int>::normalized () const
- {
- Vec3<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec3<int>
- Vec3<int>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec3<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec3<int>
- Vec3<int>::normalizedNonNull () const
- {
- Vec3<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- // Vec4<short>
- template <>
- short
- Vec4<short>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- short lenS = (short) (lenF + 0.5f);
- return lenS;
- }
- template <>
- const Vec4<short> &
- Vec4<short>::normalize ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec4<short> &
- Vec4<short>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- const Vec4<short> &
- Vec4<short>::normalizeNonNull ()
- {
- normalizeOrThrow<short>(*this);
- return *this;
- }
- template <>
- Vec4<short>
- Vec4<short>::normalized () const
- {
- Vec4<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec4<short>
- Vec4<short>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec4<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- template <>
- Vec4<short>
- Vec4<short>::normalizedNonNull () const
- {
- Vec4<short> v(*this);
- normalizeOrThrow<short>(v);
- return v;
- }
- // Vec4<int>
- template <>
- int
- Vec4<int>::length () const
- {
- float lenF = Math<float>::sqrt ((float)dot (*this));
- int lenI = (int) (lenF + 0.5f);
- return lenI;
- }
- template <>
- const Vec4<int> &
- Vec4<int>::normalize ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec4<int> &
- Vec4<int>::normalizeExc () throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- const Vec4<int> &
- Vec4<int>::normalizeNonNull ()
- {
- normalizeOrThrow<int>(*this);
- return *this;
- }
- template <>
- Vec4<int>
- Vec4<int>::normalized () const
- {
- Vec4<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec4<int>
- Vec4<int>::normalizedExc () const throw (Iex::MathExc)
- {
- if ((x == 0) && (y == 0) && (z == 0) && (w == 0))
- throw NullVecExc ("Cannot normalize null vector.");
- Vec4<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- template <>
- Vec4<int>
- Vec4<int>::normalizedNonNull () const
- {
- Vec4<int> v(*this);
- normalizeOrThrow<int>(v);
- return v;
- }
- } // namespace Imath