/* mathlib.c math primitives Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #define IMPLEMENT_R_Cull #define IMPLEMENT_VectorNormalize #include "QF/mathlib.h" #include "QF/qtypes.h" #include "QF/sys.h" VISIBLE int nanmask = 255 << 23; static plane_t _frustum[4]; VISIBLE plane_t *const frustum = _frustum; static vec3_t _vec3_origin = { 0, 0, 0 }; VISIBLE const vec_t * const vec3_origin = _vec3_origin; static quat_t _quat_origin = { 0, 0, 0, 0 }; VISIBLE const vec_t * const quat_origin = _quat_origin; #define DEG2RAD(a) (a * (M_PI / 180.0)) #define FMANTBITS 23 #define FMANTMASK ((1 << FMANTBITS) - 1) #define FEXPBITS 8 #define FEXPMASK ((1 << FEXPBITS) - 1) #define FBIAS (1 << (FEXPBITS - 1)) #define FEXPMAX ((1 << FEXPBITS) - 1) #define HMANTBITS 10 #define HMANTMASK ((1 << HMANTBITS) - 1) #define HEXPBITS 5 #define HEXPMASK ((1 << HEXPBITS) - 1) #define HBIAS (1 << (HEXPBITS - 1)) #define HEXPMAX ((1 << HEXPBITS) - 1) int16_t FloatToHalf (float x) { union { float f; uint32_t u; } uf; unsigned sign; int exp; unsigned mant; int16_t half; uf.f = x; sign = (uf.u >> (FEXPBITS + FMANTBITS)) & 1; exp = ((uf.u >> FMANTBITS) & FEXPMASK) - FBIAS + HBIAS; mant = (uf.u & FMANTMASK) >> (FMANTBITS - HMANTBITS); if (exp <= 0) { mant |= 1 << HMANTBITS; mant >>= min (1 - exp, HMANTBITS + 1); exp = 0; } else if (exp >= HEXPMAX) { mant = 0; exp = HEXPMAX; } half = (sign << (HEXPBITS + HMANTBITS)) | (exp << HMANTBITS) | mant; return half; } float HalfToFloat (int16_t x) { union { float f; uint32_t u; } uf; unsigned sign; int exp; unsigned mant; sign = (x >> (HEXPBITS + HMANTBITS)) & 1; exp = ((x >> HMANTBITS) & HEXPMASK); mant = (x & HMANTMASK) << (FMANTBITS - HMANTBITS); if (exp == 0) { if (mant) { while (mant < (1 << FMANTBITS)) { mant <<= 1; exp--; } mant &= (1 << FMANTBITS) - 1; exp += FBIAS - HBIAS + 1; } } else if (exp == HEXPMAX) { exp = FEXPMAX; } else { exp += FBIAS - HBIAS; } uf.u = (sign << (FEXPBITS + FMANTBITS)) | (exp << FMANTBITS) | mant; return uf.f; } static void ProjectPointOnPlane (vec3_t dst, const vec3_t p, const vec3_t normal) { float inv_denom, d; vec3_t n; inv_denom = 1.0F / DotProduct (normal, normal); d = DotProduct (normal, p) * inv_denom; VectorScale (normal, inv_denom * d, n); VectorSubtract (p, n, dst); } // assumes "src" is normalized static void PerpendicularVector (vec3_t dst, const vec3_t src) { int pos, i; float minelem = 1.0F; vec3_t tempvec; /* find the smallest magnitude axially aligned vector */ for (pos = 0, i = 0; i < 3; i++) { if (fabs (src[i]) < minelem) { pos = i; minelem = fabs (src[i]); } } VectorZero (tempvec); tempvec[pos] = 1.0F; /* project the point onto the plane defined by src */ ProjectPointOnPlane (dst, tempvec, src); /* normalize the result */ VectorNormalize (dst); } #if defined(_WIN32) && !defined(__GNUC__) # pragma optimize( "", off ) #endif VISIBLE void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up) { float d; right[0] = forward[2]; right[1] = -forward[0]; right[2] = forward[1]; d = DotProduct(forward, right); VectorMultSub (right, d, forward, right); VectorNormalize (right); CrossProduct(right, forward, up); } VISIBLE void RotatePointAroundVector (vec3_t dst, const vec3_t axis, const vec3_t point, float degrees) { float m[3][3]; float im[3][3]; float zrot[3][3]; float tmpmat[3][3]; float rot[3][3]; int i; vec3_t vr, vup, vf; VectorCopy (axis, vf); PerpendicularVector (vr, axis); CrossProduct (vr, vf, vup); 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]; memcpy (im, m, sizeof (im)); 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]; memset (zrot, 0, sizeof (zrot)); zrot[0][0] = zrot[1][1] = zrot[2][2] = 1.0F; zrot[0][0] = cos (DEG2RAD (degrees)); zrot[0][1] = sin (DEG2RAD (degrees)); zrot[1][0] = -sin (DEG2RAD (degrees)); zrot[1][1] = cos (DEG2RAD (degrees)); R_ConcatRotations (m, zrot, tmpmat); R_ConcatRotations (tmpmat, im, rot); for (i = 0; i < 3; i++) { dst[i] = DotProduct (rot[i], point); } } VISIBLE void QuatMult (const quat_t q1, const quat_t q2, quat_t out) { vec_t s; vec3_t v; s = q1[3] * q2[3] - DotProduct (q1, q2); CrossProduct (q1, q2, v); VectorMultAdd (v, q1[3], q2, v); VectorMultAdd (v, q2[3], q1, out); out[3] = s; } VISIBLE void QuatMultVec (const quat_t q, const vec3_t v, vec3_t out) { vec3_t tv; vec_t dqv, dqq; vec_t s; s = q[3]; CrossProduct (q, v, tv); dqv = DotProduct (q, v); dqq = DotProduct (q, q); VectorScale (tv, s, tv); VectorMultAdd (tv, dqv, q, tv); VectorAdd (tv, tv, tv); VectorMultAdd (tv, s * s - dqq, v, out); } VISIBLE void QuatInverse (const quat_t in, quat_t out) { quat_t q; vec_t m; m = QDotProduct (in, in); // in * in* QuatConj (in, q); QuatScale (q, 1 / m, out); } VISIBLE void QuatExp (const quat_t a, quat_t b) { vec3_t n; vec_t th; vec_t r; vec_t c, s; VectorCopy (a, n); th = VectorNormalize (n); r = expf (a[3]); c = cosf (th); s = sinf (th); VectorScale (n, r * s, b); b[3] = r * c; } VISIBLE void QuatToMatrix (const quat_t q, vec_t *m, int homogenous, int vertical) { vec_t xx, xy, xz, xw, yy, yz, yw, zz, zw; vec_t *_m[4] = { m + (homogenous ? 0 : 0), m + (homogenous ? 4 : 3), m + (homogenous ? 8 : 6), m + (homogenous ? 12 : 9), }; xx = 2 * q[0] * q[0]; xy = 2 * q[0] * q[1]; xz = 2 * q[0] * q[2]; xw = 2 * q[0] * q[3]; yy = 2 * q[1] * q[1]; yz = 2 * q[1] * q[2]; yw = 2 * q[1] * q[3]; zz = 2 * q[2] * q[2]; zw = 2 * q[2] * q[3]; if (vertical) { VectorSet (1.0f - yy - zz, xy + zw, xz - yw, _m[0]); VectorSet (xy - zw, 1.0f - xx - zz, yz + xw, _m[1]); VectorSet (xz + yw, yz - xw, 1.0f - xx - yy, _m[2]); } else { VectorSet (1.0f - yy - zz, xy - zw, xz + yw, _m[0]); VectorSet (xy + zw, 1.0f - xx - zz, yz - xw, _m[1]); VectorSet (xz - yw, yz + xw, 1.0f - xx - yy, _m[2]); } if (homogenous) { _m[0][3] = 0; _m[1][3] = 0; _m[2][3] = 0; VectorZero (_m[3]); _m[3][3] = 1; } } #if defined(_WIN32) && !defined(__GNUC__) # pragma optimize( "", on ) #endif VISIBLE float anglemod (float a) { a = (360.0 / 65536) * ((int) (a * (65536 / 360.0)) & 65535); return a; } /* BOPS_Error Split out like this for ASM to call. */ void __attribute__ ((noreturn)) BOPS_Error (void); VISIBLE void __attribute__ ((noreturn)) BOPS_Error (void) { Sys_Error ("BoxOnPlaneSide: Bad signbits"); } #ifndef USE_INTEL_ASM /* BoxOnPlaneSide Returns 1, 2, or 1 + 2 */ VISIBLE int BoxOnPlaneSide (const vec3_t emins, const vec3_t emaxs, plane_t *p) { float dist1, dist2; int sides; #if 0 // this is done by the BOX_ON_PLANE_SIDE macro before // calling this function // fast axial cases if (p->type < 3) { if (p->dist <= emins[p->type]) return 1; if (p->dist >= emaxs[p->type]) return 2; return 3; } #endif // general case switch (p->signbits) { case 0: dist1 = p->normal[0] * emaxs[0] + p->normal[1] * emaxs[1] + p->normal[2] * emaxs[2]; dist2 = p->normal[0] * emins[0] + p->normal[1] * emins[1] + p->normal[2] * emins[2]; break; case 1: dist1 = p->normal[0] * emins[0] + p->normal[1] * emaxs[1] + p->normal[2] * emaxs[2]; dist2 = p->normal[0] * emaxs[0] + p->normal[1] * emins[1] + p->normal[2] * emins[2]; break; case 2: dist1 = p->normal[0] * emaxs[0] + p->normal[1] * emins[1] + p->normal[2] * emaxs[2]; dist2 = p->normal[0] * emins[0] + p->normal[1] * emaxs[1] + p->normal[2] * emins[2]; break; case 3: dist1 = p->normal[0] * emins[0] + p->normal[1] * emins[1] + p->normal[2] * emaxs[2]; dist2 = p->normal[0] * emaxs[0] + p->normal[1] * emaxs[1] + p->normal[2] * emins[2]; break; case 4: dist1 = p->normal[0] * emaxs[0] + p->normal[1] * emaxs[1] + p->normal[2] * emins[2]; dist2 = p->normal[0] * emins[0] + p->normal[1] * emins[1] + p->normal[2] * emaxs[2]; break; case 5: dist1 = p->normal[0] * emins[0] + p->normal[1] * emaxs[1] + p->normal[2] * emins[2]; dist2 = p->normal[0] * emaxs[0] + p->normal[1] * emins[1] + p->normal[2] * emaxs[2]; break; case 6: dist1 = p->normal[0] * emaxs[0] + p->normal[1] * emins[1] + p->normal[2] * emins[2]; dist2 = p->normal[0] * emins[0] + p->normal[1] * emaxs[1] + p->normal[2] * emaxs[2]; break; case 7: dist1 = p->normal[0] * emins[0] + p->normal[1] * emins[1] + p->normal[2] * emins[2]; dist2 = p->normal[0] * emaxs[0] + p->normal[1] * emaxs[1] + p->normal[2] * emaxs[2]; break; default: BOPS_Error (); } #if 0 int i; vec3_t corners[2]; for (i = 0; i < 3; i++) { if (plane->normal[i] < 0) { corners[0][i] = emins[i]; corners[1][i] = emaxs[i]; } else { corners[1][i] = emins[i]; corners[0][i] = emaxs[i]; } } dist = DotProduct (plane->normal, corners[0]) - plane->dist; dist2 = DotProduct (plane->normal, corners[1]) - plane->dist; sides = 0; if (dist1 >= 0) sides = 1; if (dist2 < 0) sides |= 2; #endif sides = 0; if (dist1 >= p->dist) sides = 1; if (dist2 < p->dist) sides |= 2; #ifdef PARANOID if (sides == 0) Sys_Error ("BoxOnPlaneSide: sides==0"); #endif return sides; } #endif /* angles is a left(?) handed system: 'pitch yaw roll' with x (pitch) axis to the right, y (yaw) axis up and z (roll) axis forward. the math in AngleVectors has the entity frame as left handed with x (forward) axis forward, y (right) axis to the right and z (up) up. However, the world is a right handed system with x to the right, y forward and z up. pitch = cp 0 -sp 0 1 0 sp 0 cp yaw = cy sy 0 -sy cy 0 0 0 1 roll = 1 0 0 0 cr sr 0 -sr cr final = roll * (pitch * yaw) final = [forward] [-right] -ve due to left handed to right handed conversion [up] */ VISIBLE void AngleVectors (const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up) { float angle, sr, sp, sy, cr, cp, cy; angle = angles[YAW] * (M_PI * 2 / 360); sy = sin (angle); cy = cos (angle); angle = angles[PITCH] * (M_PI * 2 / 360); sp = sin (angle); cp = cos (angle); angle = angles[ROLL] * (M_PI * 2 / 360); sr = sin (angle); cr = cos (angle); forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; // need to flip right because it's a left handed system in a right handed // world right[0] = -1 * (sr * sp * cy + cr * -sy); right[1] = -1 * (sr * sp * sy + cr * cy); right[2] = -1 * (sr * cp); up[0] = (cr * sp * cy + -sr * -sy); up[1] = (cr * sp * sy + -sr * cy); up[2] = cr * cp; } VISIBLE void AngleQuat (const vec3_t angles, quat_t q) { float alpha, sr, sp, sy, cr, cp, cy; // alpha is half the angle alpha = angles[YAW] * (M_PI / 360); sy = sin (alpha); cy = cos (alpha); alpha = angles[PITCH] * (M_PI / 360); sp = sin (alpha); cp = cos (alpha); alpha = angles[ROLL] * (M_PI / 360); sr = sin (alpha); cr = cos (alpha); QuatSet (cy * cp * sr - sy * sp * cr, // x cy * sp * cr + sy * cp * sr, // y sy * cp * cr - cy * sp * sr, // z cy * cp * cr + sy * sp * sr, // w q); } VISIBLE int _VectorCompare (const vec3_t v1, const vec3_t v2) { int i; for (i = 0; i < 3; i++) if (fabs (v1[i] - v2[i]) > EQUAL_EPSILON) return 0; return 1; } VISIBLE void _VectorMA (const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc) { vecc[0] = veca[0] + scale * vecb[0]; vecc[1] = veca[1] + scale * vecb[1]; vecc[2] = veca[2] + scale * vecb[2]; } VISIBLE vec_t _DotProduct (const vec3_t v1, const vec3_t v2) { return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2]; } VISIBLE void _VectorSubtract (const vec3_t veca, const vec3_t vecb, vec3_t out) { out[0] = veca[0] - vecb[0]; out[1] = veca[1] - vecb[1]; out[2] = veca[2] - vecb[2]; } VISIBLE void _VectorAdd (const vec3_t veca, const vec3_t vecb, vec3_t out) { out[0] = veca[0] + vecb[0]; out[1] = veca[1] + vecb[1]; out[2] = veca[2] + vecb[2]; } VISIBLE void _VectorCopy (const vec3_t in, vec3_t out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } VISIBLE void CrossProduct (const vec3_t v1, const vec3_t v2, vec3_t cross) { float v10 = v1[0]; float v11 = v1[1]; float v12 = v1[2]; float v20 = v2[0]; float v21 = v2[1]; float v22 = v2[2]; cross[0] = v11 * v22 - v12 * v21; cross[1] = v12 * v20 - v10 * v22; cross[2] = v10 * v21 - v11 * v20; } VISIBLE vec_t _VectorLength (const vec3_t v) { float length; length = sqrt (DotProduct (v, v)); return length; } VISIBLE vec_t _VectorNormalize (vec3_t v) { int i; double length; length = 0; for (i = 0; i < 3; i++) length += v[i] * v[i]; length = sqrt (length); if (length == 0) return 0; for (i = 0; i < 3; i++) v[i] /= length; return length; } VISIBLE void _VectorScale (const vec3_t in, vec_t scale, vec3_t out) { out[0] = in[0] * scale; out[1] = in[1] * scale; out[2] = in[2] * scale; } VISIBLE int Q_log2 (int val) { int answer = 0; while ((val >>= 1) != 0) answer++; return answer; } VISIBLE void R_ConcatRotations (float in1[3][3], float in2[3][3], float out[3][3]) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; } VISIBLE void R_ConcatTransforms (float in1[3][4], float in2[3][4], float out[3][4]) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } /* FloorDivMod Returns mathematically correct (floor-based) quotient and remainder for numer and denom, both of which should contain no fractional part. The quotient must fit in 32 bits. */ VISIBLE void FloorDivMod (double numer, double denom, int *quotient, int *rem) { double x; int q, r; #ifndef PARANOID if (denom <= 0.0) Sys_Error ("FloorDivMod: bad denominator %f", denom); // if ((floor(numer) != numer) || (floor(denom) != denom)) // Sys_Error ("FloorDivMod: non-integer numer or denom %f %f", // numer, denom); #endif if (numer >= 0.0) { x = floor (numer / denom); q = (int) x; r = (int) floor (numer - (x * denom)); } else { // perform operations with positive values, and fix mod to make // floor-based x = floor (-numer / denom); q = -(int) x; r = (int) floor (-numer - (x * denom)); if (r != 0) { q--; r = (int) denom - r; } } *quotient = q; *rem = r; } VISIBLE int GreatestCommonDivisor (int i1, int i2) { if (i1 > i2) { if (i2 == 0) return (i1); return GreatestCommonDivisor (i2, i1 % i2); } else { if (i1 == 0) return (i2); return GreatestCommonDivisor (i1, i2 % i1); } } #ifndef USE_INTEL_ASM /* Invert24To16 Inverts an 8.24 value to a 16.16 value */ VISIBLE fixed16_t Invert24To16 (fixed16_t val) { if (val < 256) return (0xFFFFFFFF); return (fixed16_t) (((double) 0x10000 * (double) 0x1000000 / (double) val) + 0.5); } #endif void Mat3Init (const quat_t rot, const vec3_t scale, mat3_t mat) { QuatToMatrix (rot, mat, 0, 1); VectorScale (mat + 0, scale[0], mat + 0); VectorScale (mat + 3, scale[1], mat + 3); VectorScale (mat + 6, scale[2], mat + 6); } void Mat3Transpose (const mat3_t a, mat3_t b) { vec_t t; int i, j; for (i = 0; i < 2; i++) { b[i * 3 + i] = a[i * 3 + i]; // in case b != a for (j = i + 1; j < 3; j++) { t = a[i * 3 + j]; // in case b == a b[i * 3 + j] = a[j * 3 + i]; b[j * 3 + i] = t; } } b[i * 3 + i] = a[i * 3 + i]; // in case b != a } vec_t Mat3Determinant (const mat3_t m) { vec3_t t; CrossProduct (m + 3, m + 6, t); return DotProduct (m + 0, t); } typedef vec_t mat2_t[2 * 2]; static void Mat3Sub2 (const mat3_t m3, mat2_t m2, int i, int j) { int si, sj, di, dj; for (di = 0; di < 2; di++) { for (dj = 0; dj < 2; dj++) { si = di + ((di >= i) ? 1 : 0); sj = dj + ((dj >= j) ? 1 : 0); m2[di * 2 + dj] = m3[si * 3 + sj]; } } } static vec_t Mat2Det (const mat2_t m) { return m[0] * m[3] - m[1] * m[2]; } int Mat3Inverse (const mat3_t a, mat3_t b) { mat3_t tb; mat2_t m2; vec_t *m = b; int i, j; vec_t det; vec_t sign[2] = { 1, -1}; det = Mat3Determinant (a); if (det * det < 1e-6) { Mat3Identity (b); return 0; } if (b == a) m = tb; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) { Mat3Sub2 (a, m2, i, j); m[j * 3 + i] = sign[(i + j) & 1] * Mat2Det (m2) / det; } } if (m != b) Mat3Copy (m, b); return 1; } void Mat3Mult (const mat3_t a, const mat3_t b, mat3_t c) { mat3_t ta, tb; // in case c == b or c == a int i, j, k; Mat3Transpose (a, ta); // transpose so we can use dot Mat3Copy (b, tb); k = 0; for (i = 0; i < 3; i++) { for (j = 0; j < 3; j++) { c[k++] = DotProduct (ta + 3 * j, tb + 3 * i); } } } void Mat3MultVec (const mat3_t a, const vec3_t b, vec3_t c) { int i; vec3_t tb; VectorCopy (b, tb); for (i = 0; i < 3; i++) c[i] = a[i + 0] * tb[0] + a[i + 3] * b[1] + a[i + 6] * b[2]; } #define sqr(x) ((x) * (x)) void Mat3SymEigen (const mat3_t m, vec3_t e) { vec_t p, q, r; vec_t phi; mat3_t B; p = sqr (m[1]) + sqr (m[2]) + sqr (m[5]); if (p < 1e-6) { e[0] = m[0]; e[1] = m[4]; e[2] = m[8]; return; } q = Mat3Trace (m) / 3; p = sqr (m[0] - q) + sqr (m[4] - q) + sqr (m[8] - q) + 2 * p; p = sqrt (p); Mat3Zero (B); B[0] = B[4] = B[8] = q; Mat3Subtract (m, B, B); Mat3Scale (B, 1.0 / p, B); r = Mat3Determinant (B) / 2; if (r >= 1) phi = 0; else if (r <= -1) phi = M_PI / 3; else phi = acos (r) / 3; e[0] = q + 2 * p * cos (phi); e[2] = q + 2 * p * cos (phi + M_PI * 2 / 3); e[1] = 3 * q - e[0] - e[2]; } void Mat4Init (const quat_t rot, const vec3_t scale, const vec3_t trans, mat4_t mat) { QuatToMatrix (rot, mat, 1, 1); VectorScale (mat + 0, scale[0], mat + 0); VectorScale (mat + 4, scale[1], mat + 4); VectorScale (mat + 8, scale[2], mat + 8); VectorCopy (trans, mat + 12); } void Mat4Transpose (const mat4_t a, mat4_t b) { vec_t t; int i, j; for (i = 0; i < 3; i++) { b[i * 4 + i] = a[i * 4 + i]; // in case b != a for (j = i + 1; j < 4; j++) { t = a[i * 4 + j]; // in case b == a b[i * 4 + j] = a[j * 4 + i]; b[j * 4 + i] = t; } } b[i * 4 + i] = a[i * 4 + i]; // in case b != a } static void Mat4Sub3 (const mat4_t m4, mat3_t m3, int i, int j) { int si, sj, di, dj; for (di = 0; di < 3; di++) { for (dj = 0; dj < 3; dj++) { si = di + ((di >= i) ? 1 : 0); sj = dj + ((dj >= j) ? 1 : 0); m3[di * 3 + dj] = m4[si * 4 + sj]; } } } static vec_t Mat4Det (const mat4_t m) { mat3_t t; int i; vec_t res = 0, det, s = 1; for (i = 0; i < 4; i++, s = -s) { Mat4Sub3 (m, t, 0, i); det = Mat3Determinant (t); res += m[i] * det * s; } return res; } int Mat4Inverse (const mat4_t a, mat4_t b) { mat4_t tb; mat3_t m3; vec_t *m = b; int i, j; vec_t det; vec_t sign[2] = { 1, -1}; det = Mat4Det (a); if (det * det < 1e-6) { Mat4Identity (b); return 0; } if (b == a) m = tb; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { Mat4Sub3 (a, m3, i, j); m[j * 4 + i] = sign[(i + j) & 1] * Mat3Determinant (m3) / det; } } if (m != b) Mat4Copy (m, b); return 1; } void Mat4Mult (const mat4_t a, const mat4_t b, mat4_t c) { mat4_t ta, tb; // in case c == b or c == a int i, j, k; Mat4Transpose (a, ta); // transpose so we can use dot Mat4Copy (b, tb); k = 0; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { c[k++] = QDotProduct (ta + 4 * j, tb + 4 * i); } } } void Mat4MultVec (const mat4_t a, const vec3_t b, vec3_t c) { int i; vec3_t tb; VectorCopy (b, tb); for (i = 0; i < 3; i++) c[i] = a[i + 0] * tb[0] + a[i + 4] * b[1] + a[i + 8] * b[2] + a[i +12]; } void Mat4as3MultVec (const mat4_t a, const vec3_t b, vec3_t c) { int i; vec3_t tb; VectorCopy (b, tb); for (i = 0; i < 3; i++) c[i] = a[i + 0] * tb[0] + a[i + 4] * b[1] + a[i + 8] * b[2]; } int Mat3Decompose (const mat3_t mat, quat_t rot, vec3_t shear, vec3_t scale) { vec3_t row[3], shr, scl; vec_t l, t; int i, j; for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) row[j][i] = mat[i * 3 + j]; l = DotProduct (row[0], row[0]); if (l < 1e-5) return 0; scl[0] = sqrt (l); VectorScale (row[0], 1/scl[0], row[0]); shr[0] = DotProduct (row[0], row[1]); VectorMultSub (row[1], shr[0], row[0], row[1]); l = DotProduct (row[1], row[1]); if (l < 1e-5) return 0; scl[1] = sqrt (l); shr[0] /= scl[1]; VectorScale (row[1], 1/scl[1], row[1]); shr[1] = DotProduct (row[0], row[2]); VectorMultSub (row[2], shr[1], row[0], row[2]); shr[2] = DotProduct (row[1], row[2]); VectorMultSub (row[2], shr[2], row[1], row[2]); l = DotProduct (row[2], row[2]); if (l < 1e-5) return 0; scl[2] = sqrt (l); shr[1] /= scl[2]; shr[2] /= scl[2]; VectorScale (row[2], 1/scl[2], row[2]); if (scale) VectorCopy (scl, scale); if (shear) VectorCopy (shr, shear); if (!rot) return 1; t = 1 + row[0][0] + row[1][1] + row[2][2]; if (t >= 1e-5) { vec_t s = sqrt (t) * 2; rot[0] = (row[2][1] - row[1][2]) / s; rot[1] = (row[0][2] - row[2][0]) / s; rot[2] = (row[1][0] - row[0][1]) / s; rot[3] = s / 4; } else { if (row[0][0] > row[1][1] && row[0][0] > row[2][2]) { vec_t s = sqrt (1 + row[0][0] - row[1][1] - row[2][2]) * 2; rot[0] = s / 4; rot[1] = (row[1][0] + row[0][1]) / s; rot[2] = (row[0][2] + row[2][0]) / s; rot[3] = (row[2][1] - row[1][2]) / s; } else if (row[1][1] > row[2][2]) { vec_t s = sqrt (1 + row[1][1] - row[0][0] - row[2][2]) * 2; rot[0] = (row[1][0] + row[0][1]) / s; rot[1] = s / 4; rot[2] = (row[2][1] + row[1][2]) / s; rot[3] = (row[0][2] - row[2][0]) / s; } else { vec_t s = sqrt (1 + row[2][2] - row[0][0] - row[1][1]) * 2; rot[0] = (row[0][2] + row[2][0]) / s; rot[1] = (row[2][1] + row[1][2]) / s; rot[2] = s / 4; rot[3] = (row[1][0] - row[0][1]) / s; } } return 1; } int Mat4Decompose (const mat4_t mat, quat_t rot, vec3_t shear, vec3_t scale, vec3_t trans) { mat3_t m3; if (trans) VectorCopy (mat + 12, trans); Mat4toMat3 (mat, m3); return Mat3Decompose (m3, rot, shear, scale); } void BarycentricCoords (const vec_t **points, int num_points, const vec3_t p, vec_t *lambda) { vec3_t a, b, c, x, ab, bc, ca, n; vec_t div; if (num_points > 4) Sys_Error ("Don't know how to compute the barycentric coordinates " "for %d points", num_points); switch (num_points) { case 1: lambda[0] = 1; return; case 2: VectorSubtract (p, points[0], x); VectorSubtract (points[1], points[0], a); lambda[1] = DotProduct (x, a) / DotProduct (a, a); lambda[0] = 1 - lambda[1]; return; case 3: VectorSubtract (p, points[0], x); VectorSubtract (points[1], points[0], a); VectorSubtract (points[2], points[0], b); CrossProduct (a, b, ab); div = DotProduct (ab, ab); CrossProduct (x, b, n); lambda[1] = DotProduct (n, ab) / div; CrossProduct (a, x, n); lambda[2] = DotProduct (n, ab) / div; lambda[0] = 1 - lambda[1] - lambda[2]; return; case 4: VectorSubtract (p, points[0], x); VectorSubtract (points[1], points[0], a); VectorSubtract (points[2], points[0], b); VectorSubtract (points[3], points[0], c); CrossProduct (a, b, ab); CrossProduct (b, c, bc); CrossProduct (c, a, ca); div = DotProduct (a, bc); lambda[1] = DotProduct (x, bc) / div; lambda[2] = DotProduct (x, ca) / div; lambda[3] = DotProduct (x, ab) / div; lambda[0] = 1 - lambda[1] - lambda[2] - lambda[3]; return; } Sys_Error ("Not enough points to project or enclose the point"); } static int circum_circle (const vec_t **points, int num_points, sphere_t *sphere) { vec3_t a, c, b; vec3_t bc, ca, ab; vec_t aa, bb, cc; vec_t div; vec_t alpha, beta, gamma; switch (num_points) { case 1: VectorCopy (points[0], sphere->center); return 1; case 2: VectorBlend (points[0], points[1], 0.5, sphere->center); return 1; case 3: VectorSubtract (points[0], points[1], a); VectorSubtract (points[0], points[2], b); VectorSubtract (points[1], points[2], c); aa = DotProduct (a, a); bb = DotProduct (b, b); cc = DotProduct (c, c); div = DotProduct (a, c); div = 2 * (aa * cc - div * div); if (fabs (div) < EQUAL_EPSILON) { // degenerate return 0; } alpha = cc * DotProduct (a, b) / div; beta = -bb * DotProduct (a, c) / div; gamma = aa * DotProduct (b, c) / div; VectorScale (points[0], alpha, sphere->center); VectorMultAdd (sphere->center, beta, points[1], sphere->center); VectorMultAdd (sphere->center, gamma, points[2], sphere->center); return 1; case 4: VectorSubtract (points[1], points[0], a); VectorSubtract (points[2], points[0], b); VectorSubtract (points[3], points[0], c); CrossProduct (b, c, bc); CrossProduct (c, a, ca); CrossProduct (a, b, ab); div = 2 * DotProduct (a, bc); if (fabs (div) < EQUAL_EPSILON) { // degenerate return 0; } aa = DotProduct (a, a) / div; bb = DotProduct (b, b) / div; cc = DotProduct (c, c) / div; VectorScale (bc, aa, sphere->center); VectorMultAdd (sphere->center, bb, ca, sphere->center); VectorMultAdd (sphere->center, cc, ab, sphere->center); VectorAdd (sphere->center, points[0], sphere->center); sphere->radius = VectorDistance (sphere->center, points[0]); return 1; } return 0; } int CircumSphere (const vec3_t points[], int num_points, sphere_t *sphere) { const vec_t *p[] = {points[0], points[1], points[2], points[3]}; if (num_points > 4) return 0; sphere->radius = 0; if (num_points) { if (circum_circle (p, num_points, sphere)) { if (num_points > 1) sphere->radius = VectorDistance (sphere->center, points[0]); return 1; } return 0; } VectorZero (sphere->center); return 1; } static void closest_point (const vec_t **points, int num_points, const vec3_t x, vec3_t closest) { vec3_t a, b, n, d; vec_t l; switch (num_points) { default: case 1: VectorCopy (points[0], closest); break; case 2: VectorSubtract (points[1], points[0], n); VectorSubtract (x, points[0], d); l = DotProduct (d, n) / DotProduct (n, n); VectorMultAdd (points[0], l, n, closest); break; case 3: VectorSubtract (points[1], points[0], a); VectorSubtract (points[2], points[0], b); CrossProduct (a, b, n); VectorSubtract (points[0], x, d); l = DotProduct (d, n) / DotProduct (n, n); VectorMultAdd (x, l, n, closest); break; } } sphere_t SmallestEnclosingBall (const vec3_t points[], int num_points) { sphere_t sphere; const vec_t *best; const vec_t *support[4]; int num_support; vec_t dist, best_dist; int i; int itters = 0; if (num_points < 3) { CircumSphere (points, num_points, &sphere); return sphere; } for (i = 0; i < 4; i++) support[i] = 0; VectorCopy (points[0], sphere.center); best_dist = dist = 0; best = 0; for (i = 1; i < num_points; i++) { dist = VectorDistance_fast (points[i], sphere.center); if (dist > best_dist) { best_dist = dist; best = points[i]; } } num_support = 1; support[0] = best; sphere.radius = best_dist; // note: radius squared until the end while (1) { vec3_t affine; vec3_t center_to_affine, center_to_point; vec_t affine_dist, point_proj, point_dist, bound; vec_t scale = 1; int i; if (itters++ > 10) Sys_Error ("stuck SEB"); best = 0; if (num_support == 4) { vec_t lambda[4]; int dropped = 0; BarycentricCoords (support, 4, sphere.center, lambda); for (i = 0; i < 4; i++) { support[i - dropped] = support[i]; if (lambda[i] < 0) { dropped++; num_support--; } } if (!dropped) break; for (i = 4 - dropped; i < 4; i++) support[i] = 0; } closest_point (support, num_support, sphere.center, affine); VectorSubtract (affine, sphere.center, center_to_affine); affine_dist = DotProduct (center_to_affine, center_to_affine); if (affine_dist < 1e-2 * sphere.radius) break; for (i = 0; i < num_points; i++) { if (points[i] == support [0] || points[i] == support[1] || points[i] == support[2]) continue; VectorSubtract (points[i], sphere.center, center_to_point); point_proj = DotProduct (center_to_affine, center_to_point); if (affine_dist - point_proj <= 0 || ((affine_dist - point_proj) * (affine_dist - point_proj) < 1e-8 * sphere.radius * affine_dist)) continue; point_dist = DotProduct (center_to_point, center_to_point); bound = sphere.radius - point_dist; bound /= 2 * (affine_dist - point_proj); if (bound < scale) { best = points[i]; scale = bound; } } VectorMultAdd (sphere.center, scale, center_to_affine, sphere.center); if (!best) break; sphere.radius = VectorDistance_fast (sphere.center, best); support[num_support++] = best; } best_dist = 0; for (i = 0; i < num_points; i++) { dist = VectorDistance_fast (sphere.center, points[i]); if (dist > best_dist) best_dist = dist; } sphere.radius = sqrt (best_dist); return sphere; }