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463 lines
15 KiB
C
463 lines
15 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2022 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file tables.c
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/// \brief Lookup tables
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/// Do not try to look them up :-).
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// In the order of appearance:
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// fixed_t finetangent[4096] - Tangents LUT.
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// Should work with BAM fairly well (12 of 16bit, effectively, by shifting).
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// fixed_t finesine[10240] - Sine lookup.
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// Guess what, serves as cosine, too.
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// Remarkable thing is, how to use BAMs with this?
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// fixed_t tantoangle[2049] - ArcTan LUT,
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// Maps tan(angle) to angle fast. Gotta search.
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#include "tables.h"
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unsigned SlopeDiv(unsigned num, unsigned den)
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{
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unsigned ans;
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num <<= (FINE_FRACBITS-FRACBITS);
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den <<= (FINE_FRACBITS-FRACBITS);
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if (den < 512)
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return SLOPERANGE;
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ans = (num<<3) / (den>>8);
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return ans <= SLOPERANGE ? ans : SLOPERANGE;
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}
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UINT64 SlopeDivEx(unsigned int num, unsigned int den)
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{
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UINT64 ans;
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if (den < 512)
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return SLOPERANGE;
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ans = ((UINT64)num<<3)/(den>>8);
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return ans <= SLOPERANGE ? ans : SLOPERANGE;
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}
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fixed_t AngleFixed(angle_t af)
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{
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angle_t wa = ANGLE_180;
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fixed_t wf = 180*FRACUNIT;
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fixed_t rf = 0*FRACUNIT;
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while (af)
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{
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while (af < wa)
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{
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wa /= 2;
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wf /= 2;
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}
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rf += wf;
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af -= wa;
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}
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return rf;
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}
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static FUNCMATH angle_t AngleAdj(const fixed_t fa, const fixed_t wf,
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angle_t ra)
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{
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const angle_t adj = 0x77;
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const boolean fan = fa < 0;
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const fixed_t sl = FixedDiv(fa, wf*2);
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const fixed_t lb = fa % (wf*2);
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const fixed_t lo = (wf*2)-lb;
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if (ra == 0)
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{
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if (lb == 0)
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{
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ra = FixedMul(FRACUNIT/512, sl);
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if (ra > FRACUNIT/64)
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return InvAngle(ra);
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return ra;
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}
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else if (lb > 0)
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return InvAngle(FixedMul(lo*FRACUNIT, adj));
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else
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return InvAngle(FixedMul(lo*FRACUNIT, adj));
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}
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if (fan)
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return InvAngle(ra);
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else
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return ra;
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}
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angle_t FixedAngleC(fixed_t fa, fixed_t factor)
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{
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angle_t wa = ANGLE_180;
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fixed_t wf = 180*FRACUNIT;
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angle_t ra = 0;
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const fixed_t cfa = fa;
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fixed_t cwf = wf;
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if (fa == 0)
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return 0;
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// -2,147,483,648 has no absolute value in a 32 bit signed integer
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// so this code _would_ infinite loop if passed it
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if (fa == INT32_MIN)
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return 0;
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if (factor == 0)
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return FixedAngle(fa);
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else if (factor > 0)
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cwf = wf = FixedMul(wf, factor);
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else if (factor < 0)
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cwf = wf = FixedDiv(wf, -factor);
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fa = abs(fa);
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while (fa)
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{
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while (fa < wf)
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{
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wa /= 2;
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wf /= 2;
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}
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ra = ra + wa;
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fa = fa - wf;
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}
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return AngleAdj(cfa, cwf, ra);
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}
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angle_t FixedAngle(fixed_t fa)
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{
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angle_t wa = ANGLE_180;
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fixed_t wf = 180*FRACUNIT;
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angle_t ra = 0;
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const fixed_t cfa = fa;
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const fixed_t cwf = wf;
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if (fa == 0)
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return 0;
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// -2,147,483,648 has no absolute value in a 32 bit signed integer
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// so this code _would_ infinite loop if passed it
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if (fa == INT32_MIN)
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return 0;
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fa = abs(fa);
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while (fa)
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{
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while (fa < wf)
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{
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wa /= 2;
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wf /= 2;
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}
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ra = ra + wa;
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fa = fa - wf;
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}
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return AngleAdj(cfa, cwf, ra);
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}
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#include "t_ftan.c"
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#include "t_fsin.c"
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fixed_t *finecosine = &finesine[FINEANGLES/4];
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#include "t_tan2a.c"
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#include "t_facon.c"
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FUNCMATH angle_t FixedAcos(fixed_t x)
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{
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if (-FRACUNIT > x || x >= FRACUNIT) return 0;
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return fineacon[((x<<(FINE_FRACBITS-FRACBITS)))+FRACUNIT];
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}
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//
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// AngleBetweenVectors
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//
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// This checks to see if a point is inside the ranges of a polygon
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//
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angle_t FV2_AngleBetweenVectors(const vector2_t *Vector1, const vector2_t *Vector2)
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{
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// Remember, above we said that the Dot Product of returns the cosine of the angle
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// between 2 vectors? Well, that is assuming they are unit vectors (normalize vectors).
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// So, if we don't have a unit vector, then instead of just saying arcCos(DotProduct(A, B))
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// We need to divide the dot product by the magnitude of the 2 vectors multiplied by each other.
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// Here is the equation: arc cosine of (V . W / || V || * || W || )
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// the || V || means the magnitude of V. This then cancels out the magnitudes dot product magnitudes.
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// But basically, if you have normalize vectors already, you can forget about the magnitude part.
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// Get the dot product of the vectors
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fixed_t dotProduct = FV2_Dot(Vector1, Vector2);
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// Get the product of both of the vectors magnitudes
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fixed_t vectorsMagnitude = FixedMul(FV2_Magnitude(Vector1), FV2_Magnitude(Vector2));
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// Return the arc cosine of the (dotProduct / vectorsMagnitude) which is the angle in RADIANS.
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return FixedAcos(FixedDiv(dotProduct, vectorsMagnitude));
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}
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angle_t FV3_AngleBetweenVectors(const vector3_t *Vector1, const vector3_t *Vector2)
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{
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// Remember, above we said that the Dot Product of returns the cosine of the angle
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// between 2 vectors? Well, that is assuming they are unit vectors (normalize vectors).
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// So, if we don't have a unit vector, then instead of just saying arcCos(DotProduct(A, B))
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// We need to divide the dot product by the magnitude of the 2 vectors multiplied by each other.
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// Here is the equation: arc cosine of (V . W / || V || * || W || )
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// the || V || means the magnitude of V. This then cancels out the magnitudes dot product magnitudes.
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// But basically, if you have normalize vectors already, you can forget about the magnitude part.
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// Get the dot product of the vectors
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fixed_t dotProduct = FV3_Dot(Vector1, Vector2);
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// Get the product of both of the vectors magnitudes
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fixed_t vectorsMagnitude = FixedMul(FV3_Magnitude(Vector1), FV3_Magnitude(Vector2));
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// Return the arc cosine of the (dotProduct / vectorsMagnitude) which is the angle in RADIANS.
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return FixedAcos(FixedDiv(dotProduct, vectorsMagnitude));
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}
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//
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// InsidePolygon
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//
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// This checks to see if a point is inside the ranges of a polygon
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//
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boolean FV2_InsidePolygon(const vector2_t *vIntersection, const vector2_t *Poly, const INT32 vertexCount)
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{
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INT32 i;
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UINT64 Angle = 0; // Initialize the angle
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vector2_t vA, vB; // Create temp vectors
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// Just because we intersected the plane, doesn't mean we were anywhere near the polygon.
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// This functions checks our intersection point to make sure it is inside of the polygon.
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// This is another tough function to grasp at first, but let me try and explain.
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// It's a brilliant method really, what it does is create triangles within the polygon
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// from the intersection point. It then adds up the inner angle of each of those triangles.
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// If the angles together add up to 360 degrees (or 2 * PI in radians) then we are inside!
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// If the angle is under that value, we must be outside of polygon. To further
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// understand why this works, take a pencil and draw a perfect triangle. Draw a dot in
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// the middle of the triangle. Now, from that dot, draw a line to each of the vertices.
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// Now, we have 3 triangles within that triangle right? Now, we know that if we add up
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// all of the angles in a triangle we get 360 right? Well, that is kinda what we are doing,
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// but the inverse of that. Say your triangle is an isosceles triangle, so add up the angles
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// and you will get 360 degree angles. 90 + 90 + 90 is 360.
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for (i = 0; i < vertexCount; i++) // Go in a circle to each vertex and get the angle between
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{
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FV2_Point2Vec(&Poly[i], vIntersection, &vA); // Subtract the intersection point from the current vertex
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// Subtract the point from the next vertex
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FV2_Point2Vec(&Poly[(i + 1) % vertexCount], vIntersection, &vB);
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Angle += FV2_AngleBetweenVectors(&vA, &vB); // Find the angle between the 2 vectors and add them all up as we go along
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}
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// Now that we have the total angles added up, we need to check if they add up to 360 degrees.
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// Since we are using the dot product, we are working in radians, so we check if the angles
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// equals 2*PI. We defined PI in 3DMath.h. You will notice that we use a MATCH_FACTOR
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// in conjunction with our desired degree. This is because of the inaccuracy when working
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// with floating point numbers. It usually won't always be perfectly 2 * PI, so we need
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// to use a little twiddling. I use .9999, but you can change this to fit your own desired accuracy.
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if(Angle >= ANGLE_MAX) // If the angle is greater than 2 PI, (360 degrees)
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return 1; // The point is inside of the polygon
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return 0; // If you get here, it obviously wasn't inside the polygon.
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}
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boolean FV3_InsidePolygon(const vector3_t *vIntersection, const vector3_t *Poly, const INT32 vertexCount)
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{
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INT32 i;
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UINT64 Angle = 0; // Initialize the angle
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vector3_t vA, vB; // Create temp vectors
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// Just because we intersected the plane, doesn't mean we were anywhere near the polygon.
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// This functions checks our intersection point to make sure it is inside of the polygon.
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// This is another tough function to grasp at first, but let me try and explain.
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// It's a brilliant method really, what it does is create triangles within the polygon
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// from the intersection point. It then adds up the inner angle of each of those triangles.
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// If the angles together add up to 360 degrees (or 2 * PI in radians) then we are inside!
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// If the angle is under that value, we must be outside of polygon. To further
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// understand why this works, take a pencil and draw a perfect triangle. Draw a dot in
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// the middle of the triangle. Now, from that dot, draw a line to each of the vertices.
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// Now, we have 3 triangles within that triangle right? Now, we know that if we add up
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// all of the angles in a triangle we get 360 right? Well, that is kinda what we are doing,
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// but the inverse of that. Say your triangle is an isosceles triangle, so add up the angles
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// and you will get 360 degree angles. 90 + 90 + 90 is 360.
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for (i = 0; i < vertexCount; i++) // Go in a circle to each vertex and get the angle between
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{
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FV3_Point2Vec(&Poly[i], vIntersection, &vA); // Subtract the intersection point from the current vertex
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// Subtract the point from the next vertex
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FV3_Point2Vec(&Poly[(i + 1) % vertexCount], vIntersection, &vB);
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Angle += FV3_AngleBetweenVectors(&vA, &vB); // Find the angle between the 2 vectors and add them all up as we go along
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}
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// Now that we have the total angles added up, we need to check if they add up to 360 degrees.
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// Since we are using the dot product, we are working in radians, so we check if the angles
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// equals 2*PI. We defined PI in 3DMath.h. You will notice that we use a MATCH_FACTOR
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// in conjunction with our desired degree. This is because of the inaccuracy when working
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// with floating point numbers. It usually won't always be perfectly 2 * PI, so we need
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// to use a little twiddling. I use .9999, but you can change this to fit your own desired accuracy.
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if(Angle >= ANGLE_MAX) // If the angle is greater than 2 PI, (360 degrees)
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return 1; // The point is inside of the polygon
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return 0; // If you get here, it obviously wasn't inside the polygon.
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}
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//
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// IntersectedPolygon
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//
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// This checks if a line is intersecting a polygon
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//
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boolean FV3_IntersectedPolygon(const vector3_t *vPoly, const vector3_t *vLine, const INT32 vertexCount, vector3_t *collisionPoint)
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{
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vector3_t vNormal, vIntersection;
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fixed_t originDistance = 0*FRACUNIT;
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// First we check to see if our line intersected the plane. If this isn't true
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// there is no need to go on, so return false immediately.
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// We pass in address of vNormal and originDistance so we only calculate it once
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if(!FV3_IntersectedPlane(vPoly, vLine, &vNormal, &originDistance))
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return false;
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// Now that we have our normal and distance passed back from IntersectedPlane(),
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// we can use it to calculate the intersection point. The intersection point
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// is the point that actually is ON the plane. It is between the line. We need
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// this point test next, if we are inside the polygon. To get the I-Point, we
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// give our function the normal of the plane, the points of the line, and the originDistance.
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FV3_IntersectionPoint(&vNormal, vLine, originDistance, &vIntersection);
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// Now that we have the intersection point, we need to test if it's inside the polygon.
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// To do this, we pass in :
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// (our intersection point, the polygon, and the number of vertices our polygon has)
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if(FV3_InsidePolygon(&vIntersection, vPoly, vertexCount))
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{
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if (collisionPoint != NULL) // Optional - load the collision point.
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{
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collisionPoint->x = vIntersection.x;
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collisionPoint->y = vIntersection.y;
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collisionPoint->z = vIntersection.z;
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}
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return true; // We collided!
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}
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// If we get here, we must have NOT collided
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return false;
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}
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//
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// RotateVector
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//
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// Rotates a vector around another vector
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//
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void FV3_Rotate(vector3_t *rotVec, const vector3_t *axisVec, const angle_t angle)
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{
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// Rotate the point (x,y,z) around the vector (u,v,w)
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fixed_t ux = FixedMul(axisVec->x, rotVec->x);
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fixed_t uy = FixedMul(axisVec->x, rotVec->y);
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fixed_t uz = FixedMul(axisVec->x, rotVec->z);
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fixed_t vx = FixedMul(axisVec->y, rotVec->x);
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fixed_t vy = FixedMul(axisVec->y, rotVec->y);
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fixed_t vz = FixedMul(axisVec->y, rotVec->z);
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fixed_t wx = FixedMul(axisVec->z, rotVec->x);
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fixed_t wy = FixedMul(axisVec->z, rotVec->y);
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fixed_t wz = FixedMul(axisVec->z, rotVec->z);
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fixed_t sa = FINESINE(angle);
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fixed_t ca = FINECOSINE(angle);
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fixed_t ua = ux+vy+wz;
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fixed_t ax = FixedMul(axisVec->x,ua);
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fixed_t ay = FixedMul(axisVec->y,ua);
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fixed_t az = FixedMul(axisVec->z,ua);
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fixed_t xs = FixedMul(axisVec->x,axisVec->x);
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fixed_t ys = FixedMul(axisVec->y,axisVec->y);
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fixed_t zs = FixedMul(axisVec->z,axisVec->z);
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fixed_t bx = FixedMul(rotVec->x,ys+zs);
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fixed_t by = FixedMul(rotVec->y,xs+zs);
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fixed_t bz = FixedMul(rotVec->z,xs+ys);
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fixed_t cx = FixedMul(axisVec->x,vy+wz);
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fixed_t cy = FixedMul(axisVec->y,ux+wz);
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fixed_t cz = FixedMul(axisVec->z,ux+vy);
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fixed_t dx = FixedMul(bx-cx, ca);
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fixed_t dy = FixedMul(by-cy, ca);
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fixed_t dz = FixedMul(bz-cz, ca);
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fixed_t ex = FixedMul(vz-wy, sa);
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fixed_t ey = FixedMul(wx-uz, sa);
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fixed_t ez = FixedMul(uy-vx, sa);
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rotVec->x = ax+dx+ex;
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rotVec->y = ay+dy+ey;
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rotVec->z = az+dz+ez;
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}
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void FM_Rotate(matrix_t *dest, angle_t angle, fixed_t x, fixed_t y, fixed_t z)
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{
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#define M(row,col) dest->m[row * 4 + col]
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const fixed_t sinA = FINESINE(angle>>ANGLETOFINESHIFT);
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const fixed_t cosA = FINECOSINE(angle>>ANGLETOFINESHIFT);
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const fixed_t invCosA = FRACUNIT - cosA;
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vector3_t nrm;
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fixed_t xSq, ySq, zSq;
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fixed_t sx, sy, sz;
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fixed_t sxy, sxz, syz;
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nrm.x = x;
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nrm.y = y;
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nrm.z = z;
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FV3_Normalize(&nrm);
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x = nrm.x;
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y = nrm.y;
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z = nrm.z;
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xSq = FixedMul(x, FixedMul(invCosA,x));
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ySq = FixedMul(y, FixedMul(invCosA,y));
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zSq = FixedMul(z, FixedMul(invCosA,z));
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sx = FixedMul(sinA, x);
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sy = FixedMul(sinA, y);
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sz = FixedMul(sinA, z);
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sxy = FixedMul(x, FixedMul(invCosA,y));
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sxz = FixedMul(x, FixedMul(invCosA,z));
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syz = FixedMul(y, FixedMul(invCosA,z));
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M(0, 0) = xSq + cosA;
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M(1, 0) = sxy - sz;
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M(2, 0) = sxz + sy;
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M(3, 0) = 0;
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M(0, 1) = sxy + sz;
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M(1, 1) = ySq + cosA;
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M(2, 1) = syz - sx;
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M(3, 1) = 0;
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M(0, 2) = sxz - sy;
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M(1, 2) = syz + sx;
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M(2, 2) = zSq + cosA;
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M(3, 2) = 0;
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M(0, 3) = 0;
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M(1, 3) = 0;
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M(2, 3) = 0;
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M(3, 3) = FRACUNIT;
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#undef M
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}
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