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d2d1f83b62
This reverts commit e19196a86e
.
1054 lines
25 KiB
C
1054 lines
25 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) 1999-2020 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 m_fixed.c
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/// \brief Fixed point implementation
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#if 0 //#ifndef NO_M
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#include <math.h>
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#define HAVE_SQRT
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#if 0 //#ifndef _WIN32 // MSVCRT does not have *f() functions
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#define HAVE_SQRTF
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#endif
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#endif
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#include "doomdef.h"
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#include "m_fixed.h"
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#ifdef __USE_C_FIXEDMUL__
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/** \brief The FixedMul function
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\param a fixed_t number
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\param b fixed_t number
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\return a*b>>FRACBITS
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*/
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fixed_t FixedMul(fixed_t a, fixed_t b)
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{
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// Need to cast to unsigned before shifting to avoid undefined behaviour
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// for negative integers
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return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS);
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}
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#endif //__USE_C_FIXEDMUL__
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#ifdef __USE_C_FIXEDDIV__
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/** \brief The FixedDiv2 function
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\param a fixed_t number
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\param b fixed_t number
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\return a/b * FRACUNIT
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*/
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fixed_t FixedDiv2(fixed_t a, fixed_t b)
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{
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INT64 ret;
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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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if ((ret > INT32_MAX) || (ret < INT32_MIN))
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I_Error("FixedDiv: divide by zero");
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return (fixed_t)ret;
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}
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#endif // __USE_C_FIXEDDIV__
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fixed_t FixedSqrt(fixed_t x)
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{
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#ifdef HAVE_SQRT
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const float fx = FIXED_TO_FLOAT(x);
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float fr;
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#ifdef HAVE_SQRTF
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fr = sqrtf(fx);
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#else
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fr = (float)sqrt(fx);
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#endif
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return FLOAT_TO_FIXED(fr);
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#else
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// The neglected art of Fixed Point arithmetic
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// Jetro Lauha
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// Seminar Presentation
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// Assembly 2006, 3rd- 6th August 2006
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// (Revised: September 13, 2006)
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// URL: http://jet.ro/files/The_neglected_art_of_Fixed_Point_arithmetic_20060913.pdf
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register UINT32 root, remHi, remLo, testDiv, count;
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root = 0; /* Clear root */
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remHi = 0; /* Clear high part of partial remainder */
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remLo = x; /* Get argument into low part of partial remainder */
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count = (15 + (FRACBITS >> 1)); /* Load loop counter */
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do
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{
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remHi = (remHi << 2) | (remLo >> 30); remLo <<= 2; /* get 2 bits of arg */
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root <<= 1; /* Get ready for the next bit in the root */
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testDiv = (root << 1) + 1; /* Test radical */
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if (remHi >= testDiv)
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{
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remHi -= testDiv;
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root += 1;
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}
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} while (count-- != 0);
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return root;
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#endif
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}
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fixed_t FixedHypot(fixed_t x, fixed_t y)
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{
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fixed_t ax, yx, yx2, yx1;
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if (abs(y) > abs(x)) // |y|>|x|
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{
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ax = abs(y); // |y| => ax
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yx = FixedDiv(x, y); // (x/y)
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}
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else // |x|>|y|
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{
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ax = abs(x); // |x| => ax
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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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return FixedMul(ax, yx1); // |x|*((1 + (x/y)^2)^1/2)
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}
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vector2_t *FV2_Load(vector2_t *vec, fixed_t x, fixed_t y)
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{
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vec->x = x;
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vec->y = y;
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return vec;
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}
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vector2_t *FV2_UnLoad(vector2_t *vec, fixed_t *x, fixed_t *y)
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{
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*x = vec->x;
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*y = vec->y;
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return vec;
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}
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vector2_t *FV2_Copy(vector2_t *a_o, const vector2_t *a_i)
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{
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return M_Memcpy(a_o, a_i, sizeof(vector2_t));
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}
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vector2_t *FV2_AddEx(const vector2_t *a_i, const vector2_t *a_c, vector2_t *a_o)
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{
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a_o->x = a_i->x + a_c->x;
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a_o->y = a_i->y + a_c->y;
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return a_o;
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}
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vector2_t *FV2_Add(vector2_t *a_i, const vector2_t *a_c)
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{
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return FV2_AddEx(a_i, a_c, a_i);
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}
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vector2_t *FV2_SubEx(const vector2_t *a_i, const vector2_t *a_c, vector2_t *a_o)
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{
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a_o->x = a_i->x - a_c->x;
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a_o->y = a_i->y - a_c->y;
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return a_o;
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}
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vector2_t *FV2_Sub(vector2_t *a_i, const vector2_t *a_c)
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{
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return FV2_SubEx(a_i, a_c, a_i);
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}
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vector2_t *FV2_MulEx(const vector2_t *a_i, fixed_t a_c, vector2_t *a_o)
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{
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a_o->x = FixedMul(a_i->x, a_c);
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a_o->y = FixedMul(a_i->y, a_c);
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return a_o;
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}
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vector2_t *FV2_Mul(vector2_t *a_i, fixed_t a_c)
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{
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return FV2_MulEx(a_i, a_c, a_i);
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}
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vector2_t *FV2_DivideEx(const vector2_t *a_i, fixed_t a_c, vector2_t *a_o)
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{
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a_o->x = FixedDiv(a_i->x, a_c);
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a_o->y = FixedDiv(a_i->y, a_c);
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return a_o;
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}
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vector2_t *FV2_Divide(vector2_t *a_i, fixed_t a_c)
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{
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return FV2_DivideEx(a_i, a_c, a_i);
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}
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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 = 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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}
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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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}
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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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}
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// Also returns the magnitude
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fixed_t FV2_NormalizeEx(const vector2_t *a_normal, vector2_t *a_o)
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{
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fixed_t magnitude = FV2_Magnitude(a_normal);
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a_o->x = FixedDiv(a_normal->x, magnitude);
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a_o->y = FixedDiv(a_normal->y, magnitude);
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return magnitude;
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}
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fixed_t FV2_Normalize(vector2_t *a_normal)
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{
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return FV2_NormalizeEx(a_normal, a_normal);
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}
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vector2_t *FV2_NegateEx(const vector2_t *a_1, vector2_t *a_o)
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{
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a_o->x = -a_1->x;
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a_o->y = -a_1->y;
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return a_o;
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}
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vector2_t *FV2_Negate(vector2_t *a_1)
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{
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return FV2_NegateEx(a_1, a_1);
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}
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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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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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{
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return true;
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}
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return false;
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}
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fixed_t FV2_Dot(const vector2_t *a_1, const vector2_t *a_2)
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{
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return (FixedMul(a_1->x, a_2->x) + FixedMul(a_1->y, a_2->y));
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}
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//
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// Point2Vec
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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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{
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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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return a_o;
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}
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vector3_t *FV3_Load(vector3_t *vec, fixed_t x, fixed_t y, fixed_t z)
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{
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vec->x = x;
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vec->y = y;
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vec->z = z;
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return vec;
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}
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vector3_t *FV3_UnLoad(vector3_t *vec, fixed_t *x, fixed_t *y, fixed_t *z)
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{
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*x = vec->x;
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*y = vec->y;
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*z = vec->z;
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return vec;
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}
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vector3_t *FV3_Copy(vector3_t *a_o, const vector3_t *a_i)
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{
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return M_Memcpy(a_o, a_i, sizeof(vector3_t));
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}
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vector3_t *FV3_AddEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o)
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{
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a_o->x = a_i->x + a_c->x;
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a_o->y = a_i->y + a_c->y;
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a_o->z = a_i->z + a_c->z;
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return a_o;
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}
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vector3_t *FV3_Add(vector3_t *a_i, const vector3_t *a_c)
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{
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return FV3_AddEx(a_i, a_c, a_i);
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}
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vector3_t *FV3_SubEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o)
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{
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a_o->x = a_i->x - a_c->x;
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a_o->y = a_i->y - a_c->y;
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a_o->z = a_i->z - a_c->z;
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return a_o;
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}
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vector3_t *FV3_Sub(vector3_t *a_i, const vector3_t *a_c)
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{
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return FV3_SubEx(a_i, a_c, a_i);
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}
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vector3_t *FV3_MulEx(const vector3_t *a_i, fixed_t a_c, vector3_t *a_o)
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{
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a_o->x = FixedMul(a_i->x, a_c);
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a_o->y = FixedMul(a_i->y, a_c);
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a_o->z = FixedMul(a_i->z, a_c);
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return a_o;
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}
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vector3_t *FV3_Mul(vector3_t *a_i, fixed_t a_c)
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{
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return FV3_MulEx(a_i, a_c, a_i);
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}
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vector3_t *FV3_DivideEx(const vector3_t *a_i, fixed_t a_c, vector3_t *a_o)
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{
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a_o->x = FixedDiv(a_i->x, a_c);
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a_o->y = FixedDiv(a_i->y, a_c);
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a_o->z = FixedDiv(a_i->z, a_c);
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return a_o;
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}
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vector3_t *FV3_Divide(vector3_t *a_i, fixed_t a_c)
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{
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return FV3_DivideEx(a_i, a_c, a_i);
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}
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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 = 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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return a_o;
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}
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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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}
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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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}
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// Also returns the magnitude
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fixed_t FV3_NormalizeEx(const vector3_t *a_normal, vector3_t *a_o)
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{
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fixed_t magnitude = FV3_Magnitude(a_normal);
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a_o->x = FixedDiv(a_normal->x, magnitude);
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a_o->y = FixedDiv(a_normal->y, magnitude);
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a_o->z = FixedDiv(a_normal->z, magnitude);
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return magnitude;
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}
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fixed_t FV3_Normalize(vector3_t *a_normal)
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{
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return FV3_NormalizeEx(a_normal, a_normal);
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}
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vector3_t *FV3_NegateEx(const vector3_t *a_1, vector3_t *a_o)
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{
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a_o->x = -a_1->x;
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a_o->y = -a_1->y;
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a_o->z = -a_1->z;
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return a_o;
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}
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vector3_t *FV3_Negate(vector3_t *a_1)
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{
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return FV3_NegateEx(a_1, a_1);
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}
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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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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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(abs(a_2->z - a_1->z) > Epsilon))
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{
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return true;
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}
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return false;
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}
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fixed_t FV3_Dot(const vector3_t *a_1, const vector3_t *a_2)
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{
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return (FixedMul(a_1->x, a_2->x) + FixedMul(a_1->y, a_2->y) + FixedMul(a_1->z, a_2->z));
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}
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vector3_t *FV3_Cross(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 = FixedMul(a_1->y, a_2->z) - FixedMul(a_1->z, a_2->y);
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a_o->y = FixedMul(a_1->z, a_2->x) - FixedMul(a_1->x, a_2->z);
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a_o->z = FixedMul(a_1->x, a_2->y) - FixedMul(a_1->y, a_2->x);
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return a_o;
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}
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//
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// ClosestPointOnLine
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//
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// Finds the point on a line closest
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// to the specified point.
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//
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vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vector3_t *out)
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{
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// Determine t (the length of the vector from <20>Line[0]<5D> to <20>p<EFBFBD>)
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vector3_t c, V;
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fixed_t t, d = 0;
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FV3_SubEx(p, &Line[0], &c);
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FV3_SubEx(&Line[1], &Line[0], &V);
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FV3_NormalizeEx(&V, &V);
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d = FV3_Distance(&Line[0], &Line[1]);
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t = FV3_Dot(&V, &c);
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// Check to see if <20>t<EFBFBD> is beyond the extents of the line segment
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if (t < 0)
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{
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return FV3_Copy(out, &Line[0]);
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}
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if (t > d)
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{
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return FV3_Copy(out, &Line[1]);
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}
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// Return the point between <20>Line[0]<5D> and <20>Line[1]<5D>
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FV3_Mul(&V, t);
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return FV3_AddEx(&Line[0], &V, out);
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}
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//
|
||
// 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
|
||
//
|
||
// Given a triangle and a point,
|
||
// the closest point on the edge of
|
||
// the triangle is returned.
|
||
//
|
||
void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result)
|
||
{
|
||
UINT8 i;
|
||
fixed_t dist, closestdist;
|
||
vector3_t EdgePoints[3];
|
||
vector3_t Line[2];
|
||
|
||
FV3_Copy(&Line[0], &tri[0]);
|
||
FV3_Copy(&Line[1], &tri[1]);
|
||
FV3_ClosestPointOnLine(Line, point, &EdgePoints[0]);
|
||
|
||
FV3_Copy(&Line[0], &tri[1]);
|
||
FV3_Copy(&Line[1], &tri[2]);
|
||
FV3_ClosestPointOnLine(Line, point, &EdgePoints[1]);
|
||
|
||
FV3_Copy(&Line[0], &tri[2]);
|
||
FV3_Copy(&Line[1], &tri[0]);
|
||
FV3_ClosestPointOnLine(Line, point, &EdgePoints[2]);
|
||
|
||
// Find the closest one of the three
|
||
FV3_Copy(result, &EdgePoints[0]);
|
||
closestdist = FV3_Distance(point, &EdgePoints[0]);
|
||
for (i = 1; i < 3; i++)
|
||
{
|
||
dist = FV3_Distance(point, &EdgePoints[i]);
|
||
|
||
if (dist < closestdist)
|
||
{
|
||
closestdist = dist;
|
||
FV3_Copy(result, &EdgePoints[i]);
|
||
}
|
||
}
|
||
|
||
// We now have the closest point! Whee!
|
||
}
|
||
|
||
//
|
||
// Point2Vec
|
||
//
|
||
// Given two points, create a vector between them.
|
||
//
|
||
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->y = point1->y - point2->y;
|
||
a_o->z = point1->z - point2->z;
|
||
return a_o;
|
||
}
|
||
|
||
//
|
||
// Normal
|
||
//
|
||
// Calculates the normal of a polygon.
|
||
//
|
||
fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal)
|
||
{
|
||
vector3_t a_1;
|
||
vector3_t a_2;
|
||
|
||
FV3_Point2Vec(&a_triangle[2], &a_triangle[0], &a_1);
|
||
FV3_Point2Vec(&a_triangle[1], &a_triangle[0], &a_2);
|
||
|
||
FV3_Cross(&a_1, &a_2, 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;
|
||
}
|
||
|
||
//
|
||
// PlaneDistance
|
||
//
|
||
// Calculates distance between a plane and the origin.
|
||
//
|
||
fixed_t FV3_PlaneDistance(const vector3_t *a_normal, const vector3_t *a_point)
|
||
{
|
||
return -(FixedMul(a_normal->x, a_point->x) + FixedMul(a_normal->y, a_point->y) + FixedMul(a_normal->z, a_point->z));
|
||
}
|
||
|
||
boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_line, vector3_t *a_normal, fixed_t *originDistance)
|
||
{
|
||
fixed_t distance1 = 0, distance2 = 0;
|
||
|
||
FV3_Normal(a_triangle, a_normal);
|
||
|
||
*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)
|
||
+ 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)
|
||
+ FixedMul(a_normal->z, a_line[1].z)) + *originDistance;
|
||
|
||
// Positive or zero number means no intersection
|
||
if (FixedMul(distance1, distance2) >= 0)
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
|
||
//
|
||
// PlaneIntersection
|
||
//
|
||
// Returns the distance from
|
||
// rOrigin to where the ray
|
||
// intersects the plane. Assumes
|
||
// you already know it intersects
|
||
// the plane.
|
||
//
|
||
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 number = FV3_Dot(pNormal, rOrigin) + d;
|
||
fixed_t denom = FV3_Dot(pNormal, rVector);
|
||
return -FixedDiv(number, denom);
|
||
}
|
||
|
||
//
|
||
// IntersectRaySphere
|
||
// Input : rO - origin of ray in world space
|
||
// rV - vector describing direction of ray in world space
|
||
// sO - Origin of sphere
|
||
// sR - radius of sphere
|
||
// Notes : Normalized directional vectors expected
|
||
// Return: distance to sphere in world units, -1 if no intersection.
|
||
//
|
||
fixed_t FV3_IntersectRaySphere(const vector3_t *rO, const vector3_t *rV, const vector3_t *sO, fixed_t sR)
|
||
{
|
||
vector3_t Q;
|
||
fixed_t c, v, d;
|
||
FV3_SubEx(sO, rO, &Q);
|
||
|
||
c = FV3_Magnitude(&Q);
|
||
v = FV3_Dot(&Q, rV);
|
||
d = FixedMul(sR, sR) - (FixedMul(c, c) - FixedMul(v, v));
|
||
|
||
// If there was no intersection, return -1
|
||
if (d < 0 * FRACUNIT)
|
||
return (-1 * FRACUNIT);
|
||
|
||
// Return the distance to the [first] intersecting point
|
||
return (v - FixedSqrt(d));
|
||
}
|
||
|
||
//
|
||
// IntersectionPoint
|
||
//
|
||
// This returns the intersection point of the line that intersects the plane
|
||
//
|
||
vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLine, fixed_t distance, vector3_t *ReturnVec)
|
||
{
|
||
vector3_t vLineDir; // Variables to hold the point and the line's direction
|
||
fixed_t Numerator = 0, Denominator = 0, dist = 0;
|
||
|
||
// Here comes the confusing part. We need to find the 3D point that is actually
|
||
// on the plane. Here are some steps to do that:
|
||
|
||
// 1) First we need to get the vector of our line, Then normalize it so it's a length of 1
|
||
FV3_Point2Vec(&vLine[1], &vLine[0], &vLineDir); // Get the Vector of the line
|
||
FV3_NormalizeEx(&vLineDir, &vLineDir); // Normalize the lines vector
|
||
|
||
|
||
// 2) Use the plane equation (distance = Ax + By + Cz + D) to find the distance from one of our points to the plane.
|
||
// 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.
|
||
// 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
|
||
FixedMul(vNormal->y, vLine[0].y) +
|
||
FixedMul(vNormal->z, vLine[0].z) + distance);
|
||
|
||
// 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).
|
||
// We will then divide our Numerator by this value to find the offset towards the plane from our arbitrary point.
|
||
Denominator = FV3_Dot(vNormal, &vLineDir); // Get the dot product of the line's vector and the normal of the plane
|
||
|
||
// Since we are using division, we need to make sure we don't get a divide by zero error
|
||
// If we do get a 0, that means that there are INFINITE points because the the line is
|
||
// 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.
|
||
|
||
if (Denominator == 0 * FRACUNIT) // Check so we don't divide by zero
|
||
{
|
||
ReturnVec->x = vLine[0].x;
|
||
ReturnVec->y = vLine[0].y;
|
||
ReturnVec->z = vLine[0].z;
|
||
return ReturnVec; // Return an arbitrary point on the line
|
||
}
|
||
|
||
// We divide the (distance from the point to the plane) by (the dot product)
|
||
// to get the distance (dist) that we need to move from our arbitrary point. We need
|
||
// to then times this distance (dist) by our line's vector (direction). When you times
|
||
// a scalar (single number) by a vector you move along that vector. That is what we are
|
||
// doing. We are moving from our arbitrary point we chose from the line BACK to the plane
|
||
// along the lines vector. It seems logical to just get the numerator, which is the distance
|
||
// from the point to the line, and then just move back that much along the line's vector.
|
||
// Well, the distance from the plane means the SHORTEST distance. What about in the case that
|
||
// the line is almost parallel with the polygon, but doesn't actually intersect it until half
|
||
// way down the line's length. The distance from the plane is short, but the distance from
|
||
// the actual intersection point is pretty long. If we divide the distance by the dot product
|
||
// of our line vector and the normal of the plane, we get the correct length. Cool huh?
|
||
|
||
dist = FixedDiv(Numerator, Denominator); // Divide to get the multiplying (percentage) factor
|
||
|
||
// Now, like we said above, we times the dist by the vector, then add our arbitrary point.
|
||
// This essentially moves the point along the vector to a certain distance. This now gives
|
||
// us the intersection point. Yay!
|
||
|
||
// Return the intersection point
|
||
ReturnVec->x = vLine[0].x + FixedMul(vLineDir.x, dist);
|
||
ReturnVec->y = vLine[0].y + FixedMul(vLineDir.y, dist);
|
||
ReturnVec->z = vLine[0].z + FixedMul(vLineDir.z, dist);
|
||
return ReturnVec;
|
||
}
|
||
|
||
//
|
||
// PointOnLineSide
|
||
//
|
||
// If on the front side of the line, returns 1.
|
||
// If on the back side of the line, returns 0.
|
||
// 2D only.
|
||
//
|
||
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 s2 = FixedMul((point->x - line[0].x), (line[1].y - line[0].y));
|
||
return (UINT8)(s1 - s2 < 0);
|
||
}
|
||
|
||
//
|
||
// PointInsideBox
|
||
//
|
||
// Given four points of a box,
|
||
// determines if the supplied point is
|
||
// inside the box or not.
|
||
//
|
||
boolean FV3_PointInsideBox(const vector3_t *point, const vector3_t *box)
|
||
{
|
||
vector3_t lastLine[2];
|
||
|
||
FV3_Load(&lastLine[0], box[3].x, box[3].y, box[3].z);
|
||
FV3_Load(&lastLine[1], box[0].x, box[0].y, box[0].z);
|
||
|
||
if (FV3_PointOnLineSide(point, &box[0])
|
||
|| FV3_PointOnLineSide(point, &box[1])
|
||
|| FV3_PointOnLineSide(point, &box[2])
|
||
|| FV3_PointOnLineSide(point, lastLine))
|
||
return false;
|
||
|
||
return true;
|
||
}
|
||
//
|
||
// LoadIdentity
|
||
//
|
||
// Loads the identity matrix into a matrix
|
||
//
|
||
void FM_LoadIdentity(matrix_t* matrix)
|
||
{
|
||
#define M(row,col) matrix->m[col * 4 + row]
|
||
memset(matrix, 0x00, sizeof(matrix_t));
|
||
|
||
M(0, 0) = FRACUNIT;
|
||
M(1, 1) = FRACUNIT;
|
||
M(2, 2) = FRACUNIT;
|
||
M(3, 3) = FRACUNIT;
|
||
#undef M
|
||
}
|
||
|
||
//
|
||
// CreateObjectMatrix
|
||
//
|
||
// Creates a matrix that can be used for
|
||
// adjusting the position of an object
|
||
//
|
||
void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fixed_t anglex, fixed_t angley, fixed_t anglez, fixed_t upx, fixed_t upy, fixed_t upz, fixed_t radius)
|
||
{
|
||
vector3_t upcross;
|
||
vector3_t upvec;
|
||
vector3_t basevec;
|
||
|
||
FV3_Load(&upvec, upx, upy, upz);
|
||
FV3_Load(&basevec, anglex, angley, anglez);
|
||
FV3_Cross(&upvec, &basevec, &upcross);
|
||
FV3_Normalize(&upcross);
|
||
|
||
FM_LoadIdentity(matrix);
|
||
|
||
matrix->m[0] = upcross.x;
|
||
matrix->m[1] = upcross.y;
|
||
matrix->m[2] = upcross.z;
|
||
matrix->m[3] = 0 * FRACUNIT;
|
||
|
||
matrix->m[4] = upx;
|
||
matrix->m[5] = upy;
|
||
matrix->m[6] = upz;
|
||
matrix->m[7] = 0;
|
||
|
||
matrix->m[8] = anglex;
|
||
matrix->m[9] = angley;
|
||
matrix->m[10] = anglez;
|
||
matrix->m[11] = 0;
|
||
|
||
matrix->m[12] = x - FixedMul(upx, radius);
|
||
matrix->m[13] = y - FixedMul(upy, radius);
|
||
matrix->m[14] = z - FixedMul(upz, radius);
|
||
matrix->m[15] = FRACUNIT;
|
||
}
|
||
|
||
//
|
||
// MultMatrixVec
|
||
//
|
||
// Multiplies a vector by the specified matrix
|
||
//
|
||
void FM_MultMatrixVec3(const matrix_t *matrix, const vector3_t *vec, vector3_t *out)
|
||
{
|
||
#define M(row,col) matrix->m[col * 4 + row]
|
||
out->x = FixedMul(vec->x, M(0, 0))
|
||
+ FixedMul(vec->y, M(0, 1))
|
||
+ FixedMul(vec->z, M(0, 2))
|
||
+ M(0, 3);
|
||
|
||
out->y = FixedMul(vec->x, M(1, 0))
|
||
+ FixedMul(vec->y, M(1, 1))
|
||
+ FixedMul(vec->z, M(1, 2))
|
||
+ M(1, 3);
|
||
|
||
out->z = FixedMul(vec->x, M(2, 0))
|
||
+ FixedMul(vec->y, M(2, 1))
|
||
+ FixedMul(vec->z, M(2, 2))
|
||
+ M(2, 3);
|
||
#undef M
|
||
}
|
||
|
||
//
|
||
// MultMatrix
|
||
//
|
||
// Multiples one matrix into another
|
||
//
|
||
void FM_MultMatrix(matrix_t *dest, const matrix_t *multme)
|
||
{
|
||
matrix_t result;
|
||
UINT8 i, j;
|
||
#define M(row,col) multme->m[col * 4 + row]
|
||
#define D(row,col) dest->m[col * 4 + row]
|
||
#define R(row,col) result.m[col * 4 + row]
|
||
|
||
for (i = 0; i < 4; i++)
|
||
{
|
||
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));
|
||
}
|
||
|
||
M_Memcpy(dest, &result, sizeof(matrix_t));
|
||
|
||
#undef R
|
||
#undef D
|
||
#undef M
|
||
}
|
||
|
||
//
|
||
// Translate
|
||
//
|
||
// Translates a matrix
|
||
//
|
||
void FM_Translate(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z)
|
||
{
|
||
matrix_t trans;
|
||
#define M(row,col) trans.m[col * 4 + row]
|
||
|
||
memset(&trans, 0x00, sizeof(matrix_t));
|
||
|
||
M(0, 0) = M(1, 1) = M(2, 2) = M(3, 3) = FRACUNIT;
|
||
M(0, 3) = x;
|
||
M(1, 3) = y;
|
||
M(2, 3) = z;
|
||
|
||
FM_MultMatrix(dest, &trans);
|
||
#undef M
|
||
}
|
||
|
||
//
|
||
// Scale
|
||
//
|
||
// Scales a matrix
|
||
//
|
||
void FM_Scale(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z)
|
||
{
|
||
matrix_t scale;
|
||
#define M(row,col) scale.m[col * 4 + row]
|
||
|
||
memset(&scale, 0x00, sizeof(matrix_t));
|
||
|
||
M(3, 3) = FRACUNIT;
|
||
M(0, 0) = x;
|
||
M(1, 1) = y;
|
||
M(2, 2) = z;
|
||
|
||
FM_MultMatrix(dest, &scale);
|
||
#undef M
|
||
}
|
||
|
||
#ifdef M_TESTCASE
|
||
//#define MULDIV_TEST
|
||
#define SQRT_TEST
|
||
|
||
static inline void M_print(INT64 a)
|
||
{
|
||
const fixed_t w = (a >> FRACBITS);
|
||
fixed_t f = a % FRACUNIT;
|
||
fixed_t d = FRACUNIT;
|
||
|
||
if (f == 0)
|
||
{
|
||
printf("%d", (fixed_t)w);
|
||
return;
|
||
}
|
||
else while (f != 1 && f / 2 == f >> 1)
|
||
{
|
||
d /= 2;
|
||
f /= 2;
|
||
}
|
||
|
||
if (w == 0)
|
||
printf("%d/%d", (fixed_t)f, d);
|
||
else
|
||
printf("%d+(%d/%d)", (fixed_t)w, (fixed_t)f, d);
|
||
}
|
||
|
||
FUNCMATH FUNCINLINE static inline fixed_t FixedMulC(fixed_t a, fixed_t b)
|
||
{
|
||
return (fixed_t)((((INT64)a * b)) / FRACUNIT);
|
||
}
|
||
|
||
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC2(fixed_t a, fixed_t b)
|
||
{
|
||
INT64 ret;
|
||
|
||
if (b == 0)
|
||
I_Error("FixedDiv: divide by zero");
|
||
|
||
ret = (((INT64)a * FRACUNIT)) / b;
|
||
|
||
if ((ret > INT32_MAX) || (ret < INT32_MIN))
|
||
I_Error("FixedDiv: divide by zero");
|
||
return (fixed_t)ret;
|
||
}
|
||
|
||
FUNCMATH FUNCINLINE static inline fixed_t FixedDivC(fixed_t a, fixed_t b)
|
||
{
|
||
if ((abs(a) >> (FRACBITS - 2)) >= abs(b))
|
||
return (a^b) < 0 ? INT32_MIN : INT32_MAX;
|
||
|
||
return FixedDivC2(a, b);
|
||
}
|
||
|
||
FUNCMATH FUNCINLINE static inline fixed_t FixedSqrtC(fixed_t x)
|
||
{
|
||
const float fx = FIXED_TO_FLOAT(x);
|
||
float fr;
|
||
#ifdef HAVE_SQRTF
|
||
fr = sqrtf(fx);
|
||
#else
|
||
fr = (float)sqrt(fx);
|
||
#endif
|
||
return FLOAT_TO_FIXED(fr);
|
||
}
|
||
int main(int argc, char** argv)
|
||
{
|
||
int n = 10;
|
||
INT64 a, b;
|
||
fixed_t c, d;
|
||
(void)argc;
|
||
(void)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)
|
||
{
|
||
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);
|
||
}
|
||
#endif
|
||
|
||
#ifdef SQRT_TEST
|
||
for (a = 0; a <= INT32_MAX; a += 1)
|
||
{
|
||
c = FixedSqrt(a);
|
||
d = FixedSqrtC(a);
|
||
b = abs(c - d);
|
||
if (b > 1)
|
||
{
|
||
printf("sqrt(");
|
||
M_print(a);
|
||
printf(") = {(");
|
||
M_print(c);
|
||
printf(") != (");
|
||
M_print(d);
|
||
printf(")} \n");
|
||
//n--;
|
||
printf("%d != %d {", c, d);
|
||
M_print(b);
|
||
printf("}\n");
|
||
}
|
||
if (n <= 0)
|
||
exit(-1);
|
||
}
|
||
#endif
|
||
exit(0);
|
||
}
|
||
|
||
static void *cpu_cpy(void *dest, const void *src, size_t n)
|
||
{
|
||
return memcpy(dest, src, n);
|
||
}
|
||
|
||
void *(*M_Memcpy)(void* dest, const void* src, size_t n) = cpu_cpy;
|
||
|
||
void I_Error(const char *error, ...)
|
||
{
|
||
(void)error;
|
||
exit(-1);
|
||
}
|
||
#endif
|