New fixed math functions - ClosestPointOnVector, and Strength.

Normal also returns length now, since it is free.
This commit is contained in:
Arthur 2018-12-15 08:46:08 -05:00 committed by mazmazz
parent 7176490d5e
commit 9d5622c0bc
2 changed files with 140 additions and 103 deletions

View file

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

View file

@ -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); 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_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); 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); 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); 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); 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); 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); fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector);