quake2-rerelease-dll/rerelease/q_vec3.h

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2023-08-07 19:47:28 +00:00
// Copyright (c) ZeniMax Media Inc.
// Licensed under the GNU General Public License 2.0.
#pragma once
// q_vec3 - vec3 stuff
#include <stdexcept>
#include <type_traits>
using nullptr_t = std::nullptr_t;
struct vec3_t
{
float x, y, z;
[[nodiscard]] constexpr const float &operator[](size_t i) const
{
if (i == 0)
return x;
else if (i == 1)
return y;
else if (i == 2)
return z;
throw std::out_of_range("i");
}
[[nodiscard]] constexpr float &operator[](size_t i)
{
if (i == 0)
return x;
else if (i == 1)
return y;
else if (i == 2)
return z;
throw std::out_of_range("i");
}
// comparison
[[nodiscard]] constexpr bool equals(const vec3_t &v) const
{
return x == v.x && y == v.y && z == v.z;
}
[[nodiscard]] inline bool equals(const vec3_t &v, const float &epsilon) const
{
return fabsf(x - v.x) <= epsilon && fabsf(y - v.y) <= epsilon && fabsf(z - v.z) <= epsilon;
}
[[nodiscard]] constexpr bool operator==(const vec3_t &v) const
{
return equals(v);
}
[[nodiscard]] constexpr bool operator!=(const vec3_t &v) const
{
return !(*this == v);
}
[[nodiscard]] constexpr explicit operator bool() const
{
return x || y || z;
}
// dot
[[nodiscard]] constexpr float dot(const vec3_t &v) const
{
return (x * v.x) + (y * v.y) + (z * v.z);
}
[[nodiscard]] constexpr vec3_t scaled(const vec3_t &v) const
{
return { x * v.x, y * v.y, z * v.z };
}
constexpr vec3_t &scale(const vec3_t &v)
{
*this = this->scaled(v);
return *this;
}
// basic operators
[[nodiscard]] constexpr vec3_t operator-(const vec3_t &v) const
{
return { x - v.x, y - v.y, z - v.z };
}
[[nodiscard]] constexpr vec3_t operator+(const vec3_t &v) const
{
return { x + v.x, y + v.y, z + v.z };
}
[[nodiscard]] constexpr vec3_t operator/(const vec3_t &v) const
{
return { x / v.x, y / v.y, z / v.z };
}
template<typename T, typename = std::enable_if_t<std::is_floating_point_v<T> || std::is_integral_v<T>>>
[[nodiscard]] constexpr vec3_t operator/(const T &v) const
{
return { static_cast<float>(x / v), static_cast<float>(y / v), static_cast<float>(z / v) };
}
template<typename T, typename = std::enable_if_t<std::is_floating_point_v<T> || std::is_integral_v<T>>>
[[nodiscard]] constexpr vec3_t operator*(const T &v) const
{
return { static_cast<float>(x * v), static_cast<float>(y * v), static_cast<float>(z * v) };
}
[[nodiscard]] constexpr vec3_t operator-() const
{
return { -x, -y, -z };
}
constexpr vec3_t &operator-=(const vec3_t &v)
{
*this = *this - v;
return *this;
}
constexpr vec3_t &operator+=(const vec3_t &v)
{
*this = *this + v;
return *this;
}
constexpr vec3_t &operator/=(const vec3_t &v)
{
*this = *this / v;
return *this;
}
template<typename T, typename = std::enable_if_t<std::is_floating_point_v<T> || std::is_integral_v<T>>>
constexpr vec3_t &operator/=(const T &v)
{
*this = *this / v;
return *this;
}
template<typename T, typename = std::enable_if_t<std::is_floating_point_v<T> || std::is_integral_v<T>>>
constexpr vec3_t &operator*=(const T &v)
{
*this = *this * v;
return *this;
}
// operations
[[nodiscard]] constexpr float lengthSquared() const
{
return this->dot(*this);
}
[[nodiscard]] inline float length() const
{
return sqrtf(lengthSquared());
}
[[nodiscard]] inline vec3_t normalized() const
{
float len = length();
return len ? (*this * (1.f / len)) : *this;
}
[[nodiscard]] inline vec3_t normalized(float &len) const
{
len = length();
return len ? (*this * (1.f / len)) : *this;
}
inline float normalize()
{
float len = length();
if (len)
*this *= (1.f / len);
return len;
}
[[nodiscard]] constexpr vec3_t cross(const vec3_t &v) const
{
return {
y * v.z - z * v.y,
z * v.x - x * v.z,
x * v.y - y * v.x
};
}
};
constexpr vec3_t vec3_origin{};
inline void AngleVectors(const vec3_t &angles, vec3_t *forward, vec3_t *right, vec3_t *up)
{
float angle = angles[YAW] * (PIf * 2 / 360);
float sy = sinf(angle);
float cy = cosf(angle);
angle = angles[PITCH] * (PIf * 2 / 360);
float sp = sinf(angle);
float cp = cosf(angle);
angle = angles[ROLL] * (PIf * 2 / 360);
float sr = sinf(angle);
float cr = cosf(angle);
if (forward)
{
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if (right)
{
right->x = (-1 * sr * sp * cy + -1 * cr * -sy);
right->y = (-1 * sr * sp * sy + -1 * cr * cy);
right->z = -1 * sr * cp;
}
if (up)
{
up->x = (cr * sp * cy + -sr * -sy);
up->y = (cr * sp * sy + -sr * cy);
up->z = cr * cp;
}
}
struct angle_vectors_t {
vec3_t forward, right, up;
};
// for destructuring
inline angle_vectors_t AngleVectors(const vec3_t &angles)
{
angle_vectors_t v;
AngleVectors(angles, &v.forward, &v.right, &v.up);
return v;
}
// silly wrappers to allow old C code to work
inline void AngleVectors(const vec3_t &angles, vec3_t &forward, vec3_t &right, vec3_t &up)
{
AngleVectors(angles, &forward, &right, &up);
}
inline void AngleVectors(const vec3_t &angles, vec3_t &forward, vec3_t &right, nullptr_t)
{
AngleVectors(angles, &forward, &right, nullptr);
}
inline void AngleVectors(const vec3_t &angles, vec3_t &forward, nullptr_t, vec3_t &up)
{
AngleVectors(angles, &forward, nullptr, &up);
}
inline void AngleVectors(const vec3_t &angles, vec3_t &forward, nullptr_t, nullptr_t)
{
AngleVectors(angles, &forward, nullptr, nullptr);
}
inline void AngleVectors(const vec3_t &angles, nullptr_t, nullptr_t, vec3_t &up)
{
AngleVectors(angles, nullptr, nullptr, &up);
}
inline void AngleVectors(const vec3_t &angles, nullptr_t, vec3_t &right, nullptr_t)
{
AngleVectors(angles, nullptr, &right, nullptr);
}
inline void ClearBounds(vec3_t &mins, vec3_t &maxs)
{
mins[0] = mins[1] = mins[2] = std::numeric_limits<float>::infinity();
maxs[0] = maxs[1] = maxs[2] = -std::numeric_limits<float>::infinity();
}
inline void AddPointToBounds(const vec3_t &v, vec3_t &mins, vec3_t &maxs)
{
for (int i = 0; i < 3; i++)
{
float val = v[i];
if (val < mins[i])
mins[i] = val;
if (val > maxs[i])
maxs[i] = val;
}
}
[[nodiscard]] constexpr vec3_t ProjectPointOnPlane(const vec3_t &p, const vec3_t &normal)
{
float inv_denom = 1.0f / normal.dot(normal);
float d = normal.dot(p) * inv_denom;
return p - ((normal * inv_denom) * d);
}
/*
** assumes "src" is normalized
*/
[[nodiscard]] inline vec3_t PerpendicularVector(const vec3_t &src)
{
int pos;
int i;
float minelem = 1.0F;
vec3_t tempvec;
/*
** find the smallest magnitude axially aligned vector
*/
for (pos = 0, i = 0; i < 3; i++)
{
if (fabsf(src[i]) < minelem)
{
pos = i;
minelem = fabsf(src[i]);
}
}
tempvec[0] = tempvec[1] = tempvec[2] = 0.0F;
tempvec[pos] = 1.0F;
/*
** project the point onto the plane defined by src & normalize the result
*/
return ProjectPointOnPlane(tempvec, src).normalized();
}
using mat3_t = std::array<std::array<float, 3>, 3>;
/*
================
R_ConcatRotations
================
*/
[[nodiscard]] constexpr mat3_t R_ConcatRotations(const mat3_t &in1, const mat3_t &in2)
{
return {
std::array<float, 3> {
in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0],
in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1],
in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]
},
{
in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0],
in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1],
in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]
},
{
in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0],
in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1],
in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]
}
};
}
[[nodiscard]] inline vec3_t RotatePointAroundVector(const vec3_t &dir, const vec3_t &point, float degrees)
{
mat3_t m;
mat3_t im;
mat3_t zrot;
mat3_t rot;
vec3_t vr, vup, vf;
vf = dir;
vr = PerpendicularVector(dir);
vup = vr.cross(vf);
m[0][0] = vr[0];
m[1][0] = vr[1];
m[2][0] = vr[2];
m[0][1] = vup[0];
m[1][1] = vup[1];
m[2][1] = vup[2];
m[0][2] = vf[0];
m[1][2] = vf[1];
m[2][2] = vf[2];
im = m;
im[0][1] = m[1][0];
im[0][2] = m[2][0];
im[1][0] = m[0][1];
im[1][2] = m[2][1];
im[2][0] = m[0][2];
im[2][1] = m[1][2];
zrot = {};
zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F;
zrot[0][0] = cosf(DEG2RAD(degrees));
zrot[0][1] = sinf(DEG2RAD(degrees));
zrot[1][0] = -sinf(DEG2RAD(degrees));
zrot[1][1] = cosf(DEG2RAD(degrees));
rot = R_ConcatRotations(R_ConcatRotations(m, zrot), im);
return {
rot[0][0] * point[0] + rot[0][1] * point[1] + rot[0][2] * point[2],
rot[1][0] * point[0] + rot[1][1] * point[1] + rot[1][2] * point[2],
rot[2][0] * point[0] + rot[2][1] * point[1] + rot[2][2] * point[2]
};
}
[[nodiscard]] constexpr vec3_t closest_point_to_box(const vec3_t &from, const vec3_t &absmins, const vec3_t &absmaxs)
{
return {
(from[0] < absmins[0]) ? absmins[0] : (from[0] > absmaxs[0]) ? absmaxs[0] : from[0],
(from[1] < absmins[1]) ? absmins[1] : (from[1] > absmaxs[1]) ? absmaxs[1] : from[1],
(from[2] < absmins[2]) ? absmins[2] : (from[2] > absmaxs[2]) ? absmaxs[2] : from[2]
};
}
[[nodiscard]] inline float distance_between_boxes(const vec3_t &absminsa, const vec3_t &absmaxsa, const vec3_t &absminsb, const vec3_t &absmaxsb)
{
float len = 0;
for (size_t i = 0; i < 3; i++)
{
if (absmaxsa[i] < absminsb[i])
{
float d = absmaxsa[i] - absminsb[i];
len += d * d;
}
else if (absminsa[i] > absmaxsb[i])
{
float d = absminsa[i] - absmaxsb[i];
len += d * d;
}
}
return sqrt(len);
}
[[nodiscard]] constexpr bool boxes_intersect(const vec3_t &amins, const vec3_t &amaxs, const vec3_t &bmins, const vec3_t &bmaxs)
{
return amins.x <= bmaxs.x &&
amaxs.x >= bmins.x &&
amins.y <= bmaxs.y &&
amaxs.y >= bmins.y &&
amins.z <= bmaxs.z &&
amaxs.z >= bmins.z;
}
/*
==================
ClipVelocity
Slide off of the impacting object
==================
*/
constexpr float STOP_EPSILON = 0.1f;
[[nodiscard]] constexpr vec3_t ClipVelocity(const vec3_t &in, const vec3_t &normal, float overbounce)
{
float dot = in.dot(normal);
vec3_t out = in + (normal * (-2 * dot));
out *= overbounce - 1.f;
if (out.lengthSquared() < STOP_EPSILON * STOP_EPSILON)
out = {};
return out;
}
[[nodiscard]] constexpr vec3_t SlideClipVelocity(const vec3_t &in, const vec3_t &normal, float overbounce)
{
float backoff = in.dot(normal) * overbounce;
vec3_t out = in - (normal * backoff);
for (int i = 0; i < 3; i++)
if (out[i] > -STOP_EPSILON && out[i] < STOP_EPSILON)
out[i] = 0;
return out;
}
[[nodiscard]] inline float vectoyaw(const vec3_t &vec)
{
// PMM - fixed to correct for pitch of 0
if (vec[PITCH] == 0)
{
if (vec[YAW] == 0)
return 0.f;
else if (vec[YAW] > 0)
return 90.f;
else
return 270.f;
}
float yaw = (atan2(vec[YAW], vec[PITCH]) * (180.f / PIf));
if (yaw < 0)
yaw += 360;
return yaw;
}
[[nodiscard]] inline vec3_t vectoangles(const vec3_t &vec)
{
float forward;
float yaw, pitch;
if (vec[1] == 0 && vec[0] == 0)
{
if (vec[2] > 0)
return { -90.f, 0.f, 0.f };
else
return { -270.f, 0.f, 0.f };
}
// PMM - fixed to correct for pitch of 0
if (vec[0])
yaw = (atan2(vec[1], vec[0]) * (180.f / PIf));
else if (vec[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt(vec[0] * vec[0] + vec[1] * vec[1]);
pitch = (atan2(vec[2], forward) * (180.f / PIf));
if (pitch < 0)
pitch += 360;
return { -pitch, yaw, 0 };
}
[[nodiscard]] constexpr vec3_t G_ProjectSource(const vec3_t &point, const vec3_t &distance, const vec3_t &forward, const vec3_t &right)
{
return point + (forward * distance[0]) + (right * distance[1]) + vec3_t{0.f, 0.f, distance[2]};
}
[[nodiscard]] constexpr vec3_t G_ProjectSource2(const vec3_t &point, const vec3_t &distance, const vec3_t &forward, const vec3_t &right, const vec3_t &up)
{
return point + (forward * distance[0]) + (right * distance[1]) + (up * distance[2]);
}
[[nodiscard]] inline vec3_t slerp(const vec3_t &from, const vec3_t &to, float t)
{
float dot = from.dot(to);
float aFactor;
float bFactor;
if (fabsf(dot) > 0.9995f)
{
aFactor = 1.0f - t;
bFactor = t;
}
else
{
float ang = acos(dot);
float sinOmega = sin(ang);
float sinAOmega = sin((1.0f - t) * ang);
float sinBOmega = sin(t * ang);
aFactor = sinAOmega / sinOmega;
bFactor = sinBOmega / sinOmega;
}
return from * aFactor + to * bFactor;
}
// Fmt support
template<>
struct fmt::formatter<vec3_t> : fmt::formatter<float>
{
template<typename FormatContext>
auto format(const vec3_t &p, FormatContext &ctx) -> decltype(ctx.out())
{
auto out = fmt::formatter<float>::format(p.x, ctx);
out = fmt::format_to(out, " ");
ctx.advance_to(out);
out = fmt::formatter<float>::format(p.y, ctx);
out = fmt::format_to(out, " ");
ctx.advance_to(out);
return fmt::formatter<float>::format(p.z, ctx);
}
};