mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-11-15 01:01:43 +00:00
New fixed math functions - ClosestPointOnVector, and Strength.
Normal also returns length now, since it is free.
This commit is contained in:
parent
7176490d5e
commit
9d5622c0bc
2 changed files with 140 additions and 103 deletions
239
src/m_fixed.c
239
src/m_fixed.c
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@ -56,7 +56,7 @@ fixed_t FixedDiv2(fixed_t a, fixed_t b)
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if (b == 0)
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I_Error("FixedDiv: divide by zero");
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ret = (((INT64)a * FRACUNIT) ) / b;
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ret = (((INT64)a * FRACUNIT)) / b;
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if ((ret > INT32_MAX) || (ret < INT32_MIN))
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I_Error("FixedDiv: divide by zero");
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@ -117,7 +117,7 @@ fixed_t FixedHypot(fixed_t x, fixed_t y)
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yx = FixedDiv(y, x); // (x/y)
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}
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yx2 = FixedMul(yx, yx); // (x/y)^2
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yx1 = FixedSqrt(1*FRACUNIT + yx2); // (1 + (x/y)^2)^1/2
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yx1 = FixedSqrt(1 * FRACUNIT + yx2); // (1 + (x/y)^2)^1/2
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return FixedMul(ax, yx1); // |x|*((1 + (x/y)^2)^1/2)
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}
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@ -191,8 +191,8 @@ vector2_t *FV2_Divide(vector2_t *a_i, fixed_t a_c)
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// Vector Complex Math
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vector2_t *FV2_Midpoint(const vector2_t *a_1, const vector2_t *a_2, vector2_t *a_o)
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{
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a_o->x = FixedDiv(a_2->x - a_1->x, 2*FRACUNIT);
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a_o->y = FixedDiv(a_2->y - a_1->y, 2*FRACUNIT);
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a_o->x = FixedDiv(a_2->x - a_1->x, 2 * FRACUNIT);
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a_o->y = FixedDiv(a_2->y - a_1->y, 2 * FRACUNIT);
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a_o->x = a_1->x + a_o->x;
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a_o->y = a_1->y + a_o->y;
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return a_o;
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@ -200,16 +200,16 @@ vector2_t *FV2_Midpoint(const vector2_t *a_1, const vector2_t *a_2, vector2_t *a
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fixed_t FV2_Distance(const vector2_t *p1, const vector2_t *p2)
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{
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fixed_t xs = FixedMul(p2->x-p1->x,p2->x-p1->x);
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fixed_t ys = FixedMul(p2->y-p1->y,p2->y-p1->y);
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return FixedSqrt(xs+ys);
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fixed_t xs = FixedMul(p2->x - p1->x, p2->x - p1->x);
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fixed_t ys = FixedMul(p2->y - p1->y, p2->y - p1->y);
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return FixedSqrt(xs + ys);
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}
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fixed_t FV2_Magnitude(const vector2_t *a_normal)
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{
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fixed_t xs = FixedMul(a_normal->x,a_normal->x);
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fixed_t ys = FixedMul(a_normal->y,a_normal->y);
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return FixedSqrt(xs+ys);
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fixed_t xs = FixedMul(a_normal->x, a_normal->x);
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fixed_t ys = FixedMul(a_normal->y, a_normal->y);
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return FixedSqrt(xs + ys);
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}
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// Also returns the magnitude
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@ -240,7 +240,7 @@ vector2_t *FV2_Negate(vector2_t *a_1)
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boolean FV2_Equal(const vector2_t *a_1, const vector2_t *a_2)
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{
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fixed_t Epsilon = FRACUNIT/FRACUNIT;
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fixed_t Epsilon = FRACUNIT / FRACUNIT;
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if ((abs(a_2->x - a_1->x) > Epsilon) ||
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(abs(a_2->y - a_1->y) > Epsilon))
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@ -261,7 +261,7 @@ fixed_t FV2_Dot(const vector2_t *a_1, const vector2_t *a_2)
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//
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// Given two points, create a vector between them.
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//
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vector2_t *FV2_Point2Vec (const vector2_t *point1, const vector2_t *point2, vector2_t *a_o)
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vector2_t *FV2_Point2Vec(const vector2_t *point1, const vector2_t *point2, vector2_t *a_o)
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{
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a_o->x = point1->x - point2->x;
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a_o->y = point1->y - point2->y;
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@ -344,9 +344,9 @@ vector3_t *FV3_Divide(vector3_t *a_i, fixed_t a_c)
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// Vector Complex Math
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vector3_t *FV3_Midpoint(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o)
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{
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a_o->x = FixedDiv(a_2->x - a_1->x, 2*FRACUNIT);
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a_o->y = FixedDiv(a_2->y - a_1->y, 2*FRACUNIT);
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a_o->z = FixedDiv(a_2->z - a_1->z, 2*FRACUNIT);
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a_o->x = FixedDiv(a_2->x - a_1->x, 2 * FRACUNIT);
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a_o->y = FixedDiv(a_2->y - a_1->y, 2 * FRACUNIT);
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a_o->z = FixedDiv(a_2->z - a_1->z, 2 * FRACUNIT);
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a_o->x = a_1->x + a_o->x;
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a_o->y = a_1->y + a_o->y;
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a_o->z = a_1->z + a_o->z;
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@ -355,18 +355,18 @@ vector3_t *FV3_Midpoint(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a
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fixed_t FV3_Distance(const vector3_t *p1, const vector3_t *p2)
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{
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fixed_t xs = FixedMul(p2->x-p1->x,p2->x-p1->x);
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fixed_t ys = FixedMul(p2->y-p1->y,p2->y-p1->y);
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fixed_t zs = FixedMul(p2->z-p1->z,p2->z-p1->z);
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return FixedSqrt(xs+ys+zs);
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fixed_t xs = FixedMul(p2->x - p1->x, p2->x - p1->x);
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fixed_t ys = FixedMul(p2->y - p1->y, p2->y - p1->y);
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fixed_t zs = FixedMul(p2->z - p1->z, p2->z - p1->z);
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return FixedSqrt(xs + ys + zs);
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}
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fixed_t FV3_Magnitude(const vector3_t *a_normal)
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{
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fixed_t xs = FixedMul(a_normal->x,a_normal->x);
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fixed_t ys = FixedMul(a_normal->y,a_normal->y);
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fixed_t zs = FixedMul(a_normal->z,a_normal->z);
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return FixedSqrt(xs+ys+zs);
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fixed_t xs = FixedMul(a_normal->x, a_normal->x);
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fixed_t ys = FixedMul(a_normal->y, a_normal->y);
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fixed_t zs = FixedMul(a_normal->z, a_normal->z);
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return FixedSqrt(xs + ys + zs);
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}
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// Also returns the magnitude
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@ -399,7 +399,7 @@ vector3_t *FV3_Negate(vector3_t *a_1)
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boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2)
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{
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fixed_t Epsilon = FRACUNIT/FRACUNIT;
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fixed_t Epsilon = FRACUNIT / FRACUNIT;
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if ((abs(a_2->x - a_1->x) > Epsilon) ||
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(abs(a_2->y - a_1->y) > Epsilon) ||
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@ -458,6 +458,20 @@ vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vec
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return FV3_AddEx(&Line[0], &V, out);
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}
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//
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// ClosestPointOnVector
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//
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// Similar to ClosestPointOnLine, but uses a vector instead of two points.
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//
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void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out)
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{
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fixed_t t = FV3_Dot(dir, p);
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// Return the point on the line closest
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FV3_MulEx(dir, t, out);
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return;
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}
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//
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// ClosestPointOnTriangle
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//
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@ -465,7 +479,7 @@ vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vec
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// the closest point on the edge of
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// the triangle is returned.
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//
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void FV3_ClosestPointOnTriangle (const vector3_t *tri, const vector3_t *point, vector3_t *result)
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void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result)
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{
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UINT8 i;
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fixed_t dist, closestdist;
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@ -506,7 +520,7 @@ void FV3_ClosestPointOnTriangle (const vector3_t *tri, const vector3_t *point, v
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//
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// Given two points, create a vector between them.
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//
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vector3_t *FV3_Point2Vec (const vector3_t *point1, const vector3_t *point2, vector3_t *a_o)
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vector3_t *FV3_Point2Vec(const vector3_t *point1, const vector3_t *point2, vector3_t *a_o)
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{
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a_o->x = point1->x - point2->x;
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a_o->y = point1->y - point2->y;
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@ -519,7 +533,7 @@ vector3_t *FV3_Point2Vec (const vector3_t *point1, const vector3_t *point2, vect
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//
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// Calculates the normal of a polygon.
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//
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void FV3_Normal (const vector3_t *a_triangle, vector3_t *a_normal)
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fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal)
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{
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vector3_t a_1;
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vector3_t a_2;
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@ -529,7 +543,28 @@ void FV3_Normal (const vector3_t *a_triangle, vector3_t *a_normal)
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FV3_Cross(&a_1, &a_2, a_normal);
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FV3_NormalizeEx(a_normal, a_normal);
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return FV3_NormalizeEx(a_normal, a_normal);
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}
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//
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// Strength
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//
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// Measures the 'strength' of a vector in a particular direction.
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//
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fixed_t FV3_Strength(const vector3_t *a_1, const vector3_t *dir)
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{
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vector3_t normal;
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fixed_t dist = FV3_NormalizeEx(a_1, &normal);
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fixed_t dot = FV3_Dot(&normal, dir);
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FV3_ClosestPointOnVector(dir, a_1, &normal);
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dist = FV3_Magnitude(&normal);
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if (dot < 0) // Not facing same direction, so negate result.
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dist = -dist;
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return dist;
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}
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//
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@ -550,11 +585,11 @@ boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_lin
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*originDistance = FV3_PlaneDistance(a_normal, &a_triangle[0]);
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distance1 = (FixedMul(a_normal->x, a_line[0].x) + FixedMul(a_normal->y, a_line[0].y)
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+ FixedMul(a_normal->z, a_line[0].z)) + *originDistance;
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distance1 = (FixedMul(a_normal->x, a_line[0].x) + FixedMul(a_normal->y, a_line[0].y)
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+ FixedMul(a_normal->z, a_line[0].z)) + *originDistance;
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distance2 = (FixedMul(a_normal->x, a_line[1].x) + FixedMul(a_normal->y, a_line[1].y)
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+ FixedMul(a_normal->z, a_line[1].z)) + *originDistance;
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distance2 = (FixedMul(a_normal->x, a_line[1].x) + FixedMul(a_normal->y, a_line[1].y)
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+ FixedMul(a_normal->z, a_line[1].z)) + *originDistance;
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// Positive or zero number means no intersection
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if (FixedMul(distance1, distance2) >= 0)
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@ -575,8 +610,8 @@ boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_lin
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fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector)
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{
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fixed_t d = -(FV3_Dot(pNormal, pOrigin));
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fixed_t number = FV3_Dot(pNormal,rOrigin) + d;
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fixed_t denom = FV3_Dot(pNormal,rVector);
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fixed_t number = FV3_Dot(pNormal, rOrigin) + d;
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fixed_t denom = FV3_Dot(pNormal, rVector);
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return -FixedDiv(number, denom);
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}
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@ -597,11 +632,11 @@ fixed_t FV3_IntersectRaySphere(const vector3_t *rO, const vector3_t *rV, const v
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c = FV3_Magnitude(&Q);
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v = FV3_Dot(&Q, rV);
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d = FixedMul(sR, sR) - (FixedMul(c,c) - FixedMul(v,v));
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d = FixedMul(sR, sR) - (FixedMul(c, c) - FixedMul(v, v));
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// If there was no intersection, return -1
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if (d < 0*FRACUNIT)
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return (-1*FRACUNIT);
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if (d < 0 * FRACUNIT)
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return (-1 * FRACUNIT);
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// Return the distance to the [first] intersecting point
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return (v - FixedSqrt(d));
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@ -629,9 +664,9 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
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// Here I just chose a arbitrary point as the point to find that distance. You notice we negate that
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// distance. We negate the distance because we want to eventually go BACKWARDS from our point to the plane.
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// By doing this is will basically bring us back to the plane to find our intersection point.
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Numerator = - (FixedMul(vNormal->x, vLine[0].x) + // Use the plane equation with the normal and the line
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FixedMul(vNormal->y, vLine[0].y) +
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FixedMul(vNormal->z, vLine[0].z) + distance);
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Numerator = -(FixedMul(vNormal->x, vLine[0].x) + // Use the plane equation with the normal and the line
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FixedMul(vNormal->y, vLine[0].y) +
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FixedMul(vNormal->z, vLine[0].z) + distance);
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// 3) If we take the dot product between our line vector and the normal of the polygon,
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// this will give us the cosine of the angle between the 2 (since they are both normalized - length 1).
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@ -643,7 +678,7 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
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// on the plane (the normal is perpendicular to the line - (Normal.Vector = 0)).
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// In this case, we should just return any point on the line.
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if( Denominator == 0*FRACUNIT) // Check so we don't divide by zero
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if (Denominator == 0 * FRACUNIT) // Check so we don't divide by zero
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{
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ReturnVec->x = vLine[0].x;
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ReturnVec->y = vLine[0].y;
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@ -686,8 +721,8 @@ vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLin
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//
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UINT8 FV3_PointOnLineSide(const vector3_t *point, const vector3_t *line)
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{
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fixed_t s1 = FixedMul((point->y - line[0].y),(line[1].x - line[0].x));
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fixed_t s2 = FixedMul((point->x - line[0].x),(line[1].y - line[0].y));
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fixed_t s1 = FixedMul((point->y - line[0].y), (line[1].x - line[0].x));
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fixed_t s2 = FixedMul((point->x - line[0].x), (line[1].y - line[0].y));
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return (UINT8)(s1 - s2 < 0);
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}
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@ -752,7 +787,7 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
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matrix->m[0] = upcross.x;
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matrix->m[1] = upcross.y;
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matrix->m[2] = upcross.z;
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matrix->m[3] = 0*FRACUNIT;
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matrix->m[3] = 0 * FRACUNIT;
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matrix->m[4] = upx;
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matrix->m[5] = upy;
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@ -764,9 +799,9 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
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matrix->m[10] = anglez;
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matrix->m[11] = 0;
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matrix->m[12] = x - FixedMul(upx,radius);
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matrix->m[13] = y - FixedMul(upy,radius);
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matrix->m[14] = z - FixedMul(upz,radius);
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matrix->m[12] = x - FixedMul(upx, radius);
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matrix->m[13] = y - FixedMul(upy, radius);
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matrix->m[14] = z - FixedMul(upz, radius);
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matrix->m[15] = FRACUNIT;
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}
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@ -778,20 +813,20 @@ void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fi
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void FM_MultMatrixVec3(const matrix_t *matrix, const vector3_t *vec, vector3_t *out)
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{
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#define M(row,col) matrix->m[col * 4 + row]
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out->x = FixedMul(vec->x,M(0, 0))
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+ FixedMul(vec->y,M(0, 1))
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+ FixedMul(vec->z,M(0, 2))
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+ M(0, 3);
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out->x = FixedMul(vec->x, M(0, 0))
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+ FixedMul(vec->y, M(0, 1))
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+ FixedMul(vec->z, M(0, 2))
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+ M(0, 3);
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out->y = FixedMul(vec->x,M(1, 0))
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+ FixedMul(vec->y,M(1, 1))
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+ FixedMul(vec->z,M(1, 2))
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+ M(1, 3);
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out->y = FixedMul(vec->x, M(1, 0))
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+ FixedMul(vec->y, M(1, 1))
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+ FixedMul(vec->z, M(1, 2))
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+ M(1, 3);
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out->z = FixedMul(vec->x,M(2, 0))
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+ FixedMul(vec->y,M(2, 1))
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+ FixedMul(vec->z,M(2, 2))
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+ M(2, 3);
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out->z = FixedMul(vec->x, M(2, 0))
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+ FixedMul(vec->y, M(2, 1))
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+ FixedMul(vec->z, M(2, 2))
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+ M(2, 3);
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#undef M
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}
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@ -811,7 +846,7 @@ void FM_MultMatrix(matrix_t *dest, const matrix_t *multme)
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for (i = 0; i < 4; i++)
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{
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for (j = 0; j < 4; j++)
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R(i, j) = FixedMul(D(i, 0),M(0, j)) + FixedMul(D(i, 1),M(1, j)) + FixedMul(D(i, 2),M(2, j)) + FixedMul(D(i, 3),M(3, j));
|
||||
R(i, j) = FixedMul(D(i, 0), M(0, j)) + FixedMul(D(i, 1), M(1, j)) + FixedMul(D(i, 2), M(2, j)) + FixedMul(D(i, 3), M(3, j));
|
||||
}
|
||||
|
||||
M_Memcpy(dest, &result, sizeof(matrix_t));
|
||||
|
@ -869,8 +904,8 @@ void FM_Scale(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z)
|
|||
|
||||
static inline void M_print(INT64 a)
|
||||
{
|
||||
const fixed_t w = (a>>FRACBITS);
|
||||
fixed_t f = a%FRACUNIT;
|
||||
const fixed_t w = (a >> FRACBITS);
|
||||
fixed_t f = a % FRACUNIT;
|
||||
fixed_t d = FRACUNIT;
|
||||
|
||||
if (f == 0)
|
||||
|
@ -878,7 +913,7 @@ static inline void M_print(INT64 a)
|
|||
printf("%d", (fixed_t)w);
|
||||
return;
|
||||
}
|
||||
else while (f != 1 && f/2 == f>>1)
|
||||
else while (f != 1 && f / 2 == f >> 1)
|
||||
{
|
||||
d /= 2;
|
||||
f /= 2;
|
||||
|
@ -892,7 +927,7 @@ static inline void M_print(INT64 a)
|
|||
|
||||
FUNCMATH FUNCINLINE static inline fixed_t FixedMulC(fixed_t a, fixed_t b)
|
||||
{
|
||||
return (fixed_t)((((INT64)a * b) ) / FRACUNIT);
|
||||
return (fixed_t)((((INT64)a * b)) / FRACUNIT);
|
||||
}
|
||||
|
||||
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
|
||||
|
@ -902,7 +937,7 @@ FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
|
|||
if (b == 0)
|
||||
I_Error("FixedDiv: divide by zero");
|
||||
|
||||
ret = (((INT64)a * FRACUNIT) ) / b;
|
||||
ret = (((INT64)a * FRACUNIT)) / b;
|
||||
|
||||
if ((ret > INT32_MAX) || (ret < INT32_MIN))
|
||||
I_Error("FixedDiv: divide by zero");
|
||||
|
@ -911,7 +946,7 @@ FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
|
|||
|
||||
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC(fixed_t a, fixed_t b)
|
||||
{
|
||||
if ((abs(a) >> (FRACBITS-2)) >= abs(b))
|
||||
if ((abs(a) >> (FRACBITS - 2)) >= abs(b))
|
||||
return (a^b) < 0 ? INT32_MIN : INT32_MAX;
|
||||
|
||||
return FixedDivC2(a, b);
|
||||
|
@ -938,43 +973,43 @@ int main(int argc, char** argv)
|
|||
|
||||
#ifdef MULDIV_TEST
|
||||
for (a = 1; a <= INT32_MAX; a += FRACUNIT)
|
||||
for (b = 0; b <= INT32_MAX; b += FRACUNIT)
|
||||
{
|
||||
c = FixedMul(a, b);
|
||||
d = FixedMulC(a, b);
|
||||
if (c != d)
|
||||
for (b = 0; b <= INT32_MAX; b += FRACUNIT)
|
||||
{
|
||||
printf("(");
|
||||
M_print(a);
|
||||
printf(") * (");
|
||||
M_print(b);
|
||||
printf(") = (");
|
||||
M_print(c);
|
||||
printf(") != (");
|
||||
M_print(d);
|
||||
printf(") \n");
|
||||
n--;
|
||||
printf("%d != %d\n", c, d);
|
||||
c = FixedMul(a, b);
|
||||
d = FixedMulC(a, b);
|
||||
if (c != d)
|
||||
{
|
||||
printf("(");
|
||||
M_print(a);
|
||||
printf(") * (");
|
||||
M_print(b);
|
||||
printf(") = (");
|
||||
M_print(c);
|
||||
printf(") != (");
|
||||
M_print(d);
|
||||
printf(") \n");
|
||||
n--;
|
||||
printf("%d != %d\n", c, d);
|
||||
}
|
||||
c = FixedDiv(a, b);
|
||||
d = FixedDivC(a, b);
|
||||
if (c != d)
|
||||
{
|
||||
printf("(");
|
||||
M_print(a);
|
||||
printf(") / (");
|
||||
M_print(b);
|
||||
printf(") = (");
|
||||
M_print(c);
|
||||
printf(") != (");
|
||||
M_print(d);
|
||||
printf(")\n");
|
||||
n--;
|
||||
printf("%d != %d\n", c, d);
|
||||
}
|
||||
if (n <= 0)
|
||||
exit(-1);
|
||||
}
|
||||
c = FixedDiv(a, b);
|
||||
d = FixedDivC(a, b);
|
||||
if (c != d)
|
||||
{
|
||||
printf("(");
|
||||
M_print(a);
|
||||
printf(") / (");
|
||||
M_print(b);
|
||||
printf(") = (");
|
||||
M_print(c);
|
||||
printf(") != (");
|
||||
M_print(d);
|
||||
printf(")\n");
|
||||
n--;
|
||||
printf("%d != %d\n", c, d);
|
||||
}
|
||||
if (n <= 0)
|
||||
exit(-1);
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef SQRT_TEST
|
||||
|
@ -982,7 +1017,7 @@ int main(int argc, char** argv)
|
|||
{
|
||||
c = FixedSqrt(a);
|
||||
d = FixedSqrtC(a);
|
||||
b = abs(c-d);
|
||||
b = abs(c - d);
|
||||
if (b > 1)
|
||||
{
|
||||
printf("sqrt(");
|
||||
|
|
|
@ -394,9 +394,11 @@ boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2);
|
|||
fixed_t FV3_Dot(const vector3_t *a_1, const vector3_t *a_2);
|
||||
vector3_t *FV3_Cross(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o);
|
||||
vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vector3_t *out);
|
||||
void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out);
|
||||
void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result);
|
||||
vector3_t *FV3_Point2Vec(const vector3_t *point1, const vector3_t *point2, vector3_t *a_o);
|
||||
void FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
|
||||
fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
|
||||
fixed_t FV3_Strength(const vector3_t *a_1, const vector3_t *dir);
|
||||
fixed_t FV3_PlaneDistance(const vector3_t *a_normal, const vector3_t *a_point);
|
||||
boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_line, vector3_t *a_normal, fixed_t *originDistance);
|
||||
fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector);
|
||||
|
|
Loading…
Reference in a new issue