mirror of
https://github.com/DrBeef/Raze.git
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bd6b0eaac5
* We can't make `BAMs()` constexpr as we can't update to a C++20 compatible version of xs_Float where we use legal std::bit_cast instead of a union.
320 lines
9.9 KiB
C++
320 lines
9.9 KiB
C++
/*
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** binaryangle.h
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**
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** type safe representations of high precision angle and horizon values.
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** Angle uses natural 32 bit overflow to clamp to one rotation.
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#pragma once
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#include <math.h>
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#include "basics.h"
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#include "m_fixed.h"
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#include "vectors.h"
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#include "xs_Float.h" // needed for reliably overflowing float->int conversions.
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#include "serializer.h"
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#include "math/cmath.h"
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#include "intvec.h"
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class FSerializer;
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enum
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{
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BAMBITS = 21,
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BAMUNIT = 1 << BAMBITS,
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SINTABLEBITS = 30,
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SINTABLEUNIT = 1 << SINTABLEBITS,
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BUILDSINBITS = 14,
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BUILDSINSHIFT = SINTABLEBITS - BUILDSINBITS,
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};
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//---------------------------------------------------------------------------
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//
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// Constants used for Build sine/cosine functions.
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//
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//---------------------------------------------------------------------------
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constexpr double BAngRadian = pi::pi() * (1. / 1024.);
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constexpr double BAngToDegree = 360. / 2048.;
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extern int sintable[2048];
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inline constexpr double sinscale(const int shift)
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{
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return shift >= -BUILDSINBITS ? uint64_t(1) << (BUILDSINBITS + shift) : 1. / (uint64_t(1) << abs(BUILDSINBITS + shift));
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}
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//---------------------------------------------------------------------------
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//
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// Build sine inline functions.
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//
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//---------------------------------------------------------------------------
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inline int bsin(const int ang, int shift = 0)
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{
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return (shift -= BUILDSINSHIFT) < 0 ? sintable[ang & 2047] >> abs(shift) : sintable[ang & 2047] << shift;
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}
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inline double bsinf(const double ang, const int shift = 0)
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{
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return g_sinbam(ang * BAMUNIT) * sinscale(shift);
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}
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//---------------------------------------------------------------------------
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//
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// Build cosine inline functions.
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//
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// About shifts:
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// -6 -> * 16
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// -7 -> * 8
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// -8 -> * 4
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// -9 -> * 2
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// -10 -> * 1
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//
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//---------------------------------------------------------------------------
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inline int bcos(const int ang, int shift = 0)
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{
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return (shift -= BUILDSINSHIFT) < 0 ? sintable[(ang + 512) & 2047] >> abs(shift) : sintable[(ang + 512) & 2047] << shift;
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}
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inline double bcosf(const double ang, const int shift = 0)
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{
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return g_cosbam(ang * BAMUNIT) * sinscale(shift);
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}
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//---------------------------------------------------------------------------
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//
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// Functions for use with fixedhoriz and friendly functions.
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//
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//---------------------------------------------------------------------------
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inline double HorizToPitch(double horiz) { return atan2(horiz, 128) * (180. / pi::pi()); }
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inline double HorizToPitch(fixed_t q16horiz) { return atan2(q16horiz, IntToFixed(128)) * (180. / pi::pi()); }
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inline fixed_t PitchToHoriz(double pitch) { return xs_CRoundToInt(clamp<double>(IntToFixed(128) * tan(pitch * (pi::pi() / 180.)), INT32_MIN, INT32_MAX)); }
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inline int32_t PitchToBAM(double pitch) { return xs_CRoundToInt(clamp<double>(pitch * (0x80000000u / 90.), INT32_MIN, INT32_MAX)); }
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inline constexpr double BAMToPitch(int32_t bam) { return bam * (90. / 0x80000000u); }
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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class fixedhoriz
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{
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fixed_t value;
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constexpr fixedhoriz(fixed_t v) : value(v) {}
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friend constexpr fixedhoriz q16horiz(fixed_t v);
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friend constexpr fixedhoriz buildhoriz(int v);
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friend fixedhoriz buildfhoriz(double v);
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friend fixedhoriz pitchhoriz(double v);
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friend fixedhoriz bamhoriz(int32_t v);
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friend FSerializer &Serialize(FSerializer &arc, const char *key, fixedhoriz &obj, fixedhoriz *defval);
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public:
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fixedhoriz() = default;
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fixedhoriz(const fixedhoriz &other) = default;
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// This class intentionally makes no allowances for implicit type conversions because those would render it ineffective.
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constexpr short asbuild() const { return FixedToInt(value); }
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constexpr double asbuildf() const { return FixedToFloat(value); }
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constexpr fixed_t asq16() const { return value; }
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double aspitch() const { return HorizToPitch(value); }
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int32_t asbam() const { return PitchToBAM(aspitch()); }
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bool operator< (fixedhoriz other) const
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{
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return value < other.value;
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}
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bool operator> (fixedhoriz other) const
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{
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return value > other.value;
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}
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bool operator<= (fixedhoriz other) const
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{
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return value <= other.value;
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}
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bool operator>= (fixedhoriz other) const
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{
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return value >= other.value;
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}
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constexpr bool operator== (fixedhoriz other) const
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{
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return value == other.value;
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}
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constexpr bool operator!= (fixedhoriz other) const
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{
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return value != other.value;
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}
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constexpr fixedhoriz &operator+= (fixedhoriz other)
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{
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value += other.value;
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return *this;
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}
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constexpr fixedhoriz &operator-= (fixedhoriz other)
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{
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value -= other.value;
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return *this;
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}
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constexpr fixedhoriz operator- () const
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{
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return fixedhoriz(-value);
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}
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constexpr fixedhoriz operator+ (fixedhoriz other) const
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{
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return fixedhoriz(value + other.value);
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}
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constexpr fixedhoriz operator- (fixedhoriz other) const
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{
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return fixedhoriz(value - other.value);
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}
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constexpr fixedhoriz &operator<<= (const uint8_t shift)
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{
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value <<= shift;
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return *this;
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}
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constexpr fixedhoriz &operator>>= (const uint8_t shift)
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{
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value >>= shift;
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return *this;
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}
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constexpr fixedhoriz operator<< (const uint8_t shift) const
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{
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return fixedhoriz(value << shift);
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}
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constexpr fixedhoriz operator>> (const uint8_t shift) const
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{
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return fixedhoriz(value >> shift);
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}
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};
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inline constexpr fixedhoriz q16horiz(fixed_t v) { return fixedhoriz(v); }
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inline constexpr fixedhoriz buildhoriz(int v) { return fixedhoriz(IntToFixed(v)); }
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inline fixedhoriz buildfhoriz(double v) { return fixedhoriz(FloatToFixed(v)); }
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inline fixedhoriz pitchhoriz(double v) { return fixedhoriz(PitchToHoriz(v)); }
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inline fixedhoriz bamhoriz(int32_t v) { return pitchhoriz(BAMToPitch(v)); }
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inline FSerializer &Serialize(FSerializer &arc, const char *key, fixedhoriz &obj, fixedhoriz *defval)
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{
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return Serialize(arc, key, obj.value, defval ? &defval->value : nullptr);
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}
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//---------------------------------------------------------------------------
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//
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// High precision vector angle function, mainly for the renderer.
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//
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//---------------------------------------------------------------------------
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inline int getangle(double xvect, double yvect)
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{
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return DVector2(xvect, yvect).Angle().Buildang();
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}
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inline int getangle(const DVector2& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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inline int getangle(const vec2_t& vec)
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{
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return getangle(vec.X, vec.Y);
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}
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//---------------------------------------------------------------------------
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//
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// Interpolation functions for use throughout games.
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//
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//---------------------------------------------------------------------------
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inline constexpr int32_t interpolatedvalue(int32_t oval, int32_t val, double const smoothratio, int const scale = 16)
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{
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return oval + MulScale(val - oval, int(smoothratio), scale);
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}
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inline constexpr int32_t interpolatedvalue(int32_t oval, int32_t val, int const smoothratio, int const scale = 16)
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{
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return oval + MulScale(val - oval, smoothratio, scale);
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}
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inline constexpr double interpolatedvaluef(double oval, double val, double const smoothratio, int const scale = 16)
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{
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return oval + MulScaleF(val - oval, smoothratio, scale);
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}
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inline constexpr int32_t interpolatedangle(int32_t oang, int32_t ang, double const smoothratio, int const scale = 16)
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{
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return oang + MulScale(((ang + 1024 - oang) & 2047) - 1024, int(smoothratio), scale);
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}
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inline constexpr int32_t interpolatedangle(int32_t oang, int32_t ang, int const smoothratio, int const scale = 16)
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{
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return oang + MulScale(((ang + 1024 - oang) & 2047) - 1024, smoothratio, scale);
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}
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inline DAngle interpolatedangle(DAngle oang, DAngle ang, double const smoothratio, int const scale = 16)
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{
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return oang + (deltaangle(oang, ang) * smoothratio * (1. / (1 << scale)));
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}
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inline DAngle interpolatedangle(DAngle oang, DAngle ang, int const smoothratio, int const scale = 16)
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{
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return oang + (deltaangle(oang, ang) * smoothratio * (1. / (1 << scale)));
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}
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inline constexpr fixedhoriz interpolatedhorizon(fixedhoriz oval, fixedhoriz val, double const smoothratio, int const scale = 16)
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{
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return q16horiz(oval.asq16() + MulScale((val - oval).asq16(), int(smoothratio), scale));
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}
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inline constexpr fixedhoriz interpolatedhorizon(fixedhoriz oval, fixedhoriz val, int const smoothratio, int const scale = 16)
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{
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return q16horiz(oval.asq16() + MulScale((val - oval).asq16(), smoothratio, scale));
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}
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