raze/source/core/binaryangle.h
Mitchell Richters bd6b0eaac5 - Fix some constexpr issues with the latest DAngle works.
* 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.
2022-10-05 00:36:29 +02:00

320 lines
9.9 KiB
C++

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