qzdoom/src/vectors.h

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/*
** vectors.h
** Vector math routines.
**
**---------------------------------------------------------------------------
** Copyright 2005-2007 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
** Since C++ doesn't let me add completely new operators, the following two
** are overloaded for vectors:
**
** | dot product
** ^ cross product
*/
#ifndef VECTORS_H
#define VECTORS_H
#include <math.h>
#include <string.h>
#include "xs_Float.h"
#include "math/cmath.h"
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#define EQUAL_EPSILON (1/65536.)
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// make this a local inline function to avoid any dependencies on other headers and not pollute the global namespace
namespace pi
{
inline double pi() { return 3.14159265358979323846; }
}
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template<class vec_t> struct TVector3;
template<class vec_t> struct TRotator;
template<class vec_t> struct TAngle;
template<class vec_t>
struct TVector2
{
vec_t X, Y;
TVector2 ()
{
}
TVector2 (vec_t a, vec_t b)
: X(a), Y(b)
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{
}
TVector2 (const TVector2 &other)
: X(other.X), Y(other.Y)
{
}
TVector2 (const TVector3<vec_t> &other) // Copy the X and Y from the 3D vector and discard the Z
: X(other.X), Y(other.Y)
{
}
void Zero()
{
Y = X = 0;
}
bool isZero() const
{
return X == 0 && Y == 0;
}
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TVector2 &operator= (const TVector2 &other)
{
// This might seem backwards, but this helps produce smaller code when a newly
// created vector is assigned, because the components can just be popped off
// the FPU stack in order without the need for fxch. For platforms with a
// more sensible registered-based FPU, of course, the order doesn't matter.
// (And, yes, I know fxch can improve performance in the right circumstances,
// but this isn't one of those times. Here, it's little more than a no-op that
// makes the exe 2 bytes larger whenever you assign one vector to another.)
Y = other.Y, X = other.X;
return *this;
}
// Access X and Y as an array
vec_t &operator[] (int index)
{
return index == 0 ? X : Y;
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}
const vec_t &operator[] (int index) const
{
return index == 0 ? X : Y;
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}
// Test for equality
bool operator== (const TVector2 &other) const
{
return X == other.X && Y == other.Y;
}
// Test for inequality
bool operator!= (const TVector2 &other) const
{
return X != other.X || Y != other.Y;
}
// Test for approximate equality
bool ApproximatelyEquals (const TVector2 &other) const
{
return fabs(X - other.X) < EQUAL_EPSILON && fabs(Y - other.Y) < EQUAL_EPSILON;
}
// Test for approximate inequality
bool DoesNotApproximatelyEqual (const TVector2 &other) const
{
return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON;
}
// Unary negation
TVector2 operator- () const
{
return TVector2(-X, -Y);
}
// Scalar addition
TVector2 &operator+= (double scalar)
{
X += scalar, Y += scalar;
return *this;
}
friend TVector2 operator+ (const TVector2 &v, vec_t scalar)
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{
return TVector2(v.X + scalar, v.Y + scalar);
}
friend TVector2 operator+ (vec_t scalar, const TVector2 &v)
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{
return TVector2(v.X + scalar, v.Y + scalar);
}
// Scalar subtraction
TVector2 &operator-= (vec_t scalar)
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{
X -= scalar, Y -= scalar;
return *this;
}
TVector2 operator- (vec_t scalar) const
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{
return TVector2(X - scalar, Y - scalar);
}
// Scalar multiplication
TVector2 &operator*= (vec_t scalar)
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{
X *= scalar, Y *= scalar;
return *this;
}
friend TVector2 operator* (const TVector2 &v, vec_t scalar)
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{
return TVector2(v.X * scalar, v.Y * scalar);
}
friend TVector2 operator* (vec_t scalar, const TVector2 &v)
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{
return TVector2(v.X * scalar, v.Y * scalar);
}
// Scalar division
TVector2 &operator/= (vec_t scalar)
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{
scalar = 1 / scalar, X *= scalar, Y *= scalar;
return *this;
}
TVector2 operator/ (vec_t scalar) const
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{
scalar = 1 / scalar;
return TVector2(X * scalar, Y * scalar);
}
// Vector addition
TVector2 &operator+= (const TVector2 &other)
{
X += other.X, Y += other.Y;
return *this;
}
TVector2 operator+ (const TVector2 &other) const
{
return TVector2(X + other.X, Y + other.Y);
}
// Vector subtraction
TVector2 &operator-= (const TVector2 &other)
{
X -= other.X, Y -= other.Y;
return *this;
}
TVector2 operator- (const TVector2 &other) const
{
return TVector2(X - other.X, Y - other.Y);
}
// Vector length
vec_t Length() const
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{
return (vec_t)g_sqrt (X*X + Y*Y);
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}
vec_t LengthSquared() const
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{
return X*X + Y*Y;
}
// Return a unit vector facing the same direction as this one
TVector2 Unit() const
{
vec_t len = Length();
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if (len != 0) len = 1 / len;
return *this * len;
}
// Scales this vector into a unit vector. Returns the old length
vec_t MakeUnit()
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{
vec_t len, ilen;
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len = ilen = Length();
if (ilen != 0) ilen = 1 / ilen;
*this *= ilen;
return len;
}
// Resizes this vector to be the specified length (if it is not 0)
TVector2 &MakeResize(double len)
{
double scale = len / Length();
X = vec_t(X * scale);
Y = vec_t(Y * scale);
return *this;
}
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// Dot product
double operator | (const TVector2 &other) const
{
return X*other.X + Y*other.Y;
}
// Returns the angle that the ray (0,0)-(X,Y) faces
TAngle<vec_t> Angle() const;
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// Returns a rotated vector. angle is in degrees.
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TVector2 Rotated (double angle)
{
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double cosval = g_cosdeg (angle);
double sinval = g_sindeg (angle);
return TVector2(X*cosval - Y*sinval, Y*cosval + X*sinval);
}
// Returns a rotated vector. angle is in degrees.
template<class T>
TVector2 Rotated(TAngle<T> angle)
{
double cosval = angle.Cos();
double sinval = angle.Sin();
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return TVector2(X*cosval - Y*sinval, Y*cosval + X*sinval);
}
// Returns a vector rotated 90 degrees clockwise.
TVector2 Rotated90CW()
{
return TVector2(Y, -X);
}
// Returns a vector rotated 90 degrees counterclockwise.
TVector2 Rotated90CCW()
{
return TVector2(-Y, X);
}
};
template<class vec_t>
struct TVector3
{
typedef TVector2<vec_t> Vector2;
vec_t X, Y, Z;
TVector3 ()
{
}
TVector3 (vec_t a, vec_t b, vec_t c)
: X(a), Y(b), Z(c)
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{
}
TVector3 (const TVector3 &other)
: X(other.X), Y(other.Y), Z(other.Z)
{
}
TVector3 (const Vector2 &xy, vec_t z)
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: X(xy.X), Y(xy.Y), Z(z)
{
}
TVector3 (const TRotator<vec_t> &rot);
void Zero()
{
Z = Y = X = 0;
}
bool isZero() const
{
return X == 0 && Y == 0 && Z == 0;
}
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TVector3 &operator= (const TVector3 &other)
{
Z = other.Z, Y = other.Y, X = other.X;
return *this;
}
// Access X and Y and Z as an array
vec_t &operator[] (int index)
{
return index == 0 ? X : index == 1 ? Y : Z;
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}
const vec_t &operator[] (int index) const
{
return index == 0 ? X : index == 1 ? Y : Z;
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}
// Test for equality
bool operator== (const TVector3 &other) const
{
return X == other.X && Y == other.Y && Z == other.Z;
}
// Test for inequality
bool operator!= (const TVector3 &other) const
{
return X != other.X || Y != other.Y || Z != other.Z;
}
// Test for approximate equality
bool ApproximatelyEquals (const TVector3 &other) const
{
return fabs(X - other.X) < EQUAL_EPSILON && fabs(Y - other.Y) < EQUAL_EPSILON && fabs(Z - other.Z) < EQUAL_EPSILON;
}
// Test for approximate inequality
bool DoesNotApproximatelyEqual (const TVector3 &other) const
{
return fabs(X - other.X) >= EQUAL_EPSILON || fabs(Y - other.Y) >= EQUAL_EPSILON || fabs(Z - other.Z) >= EQUAL_EPSILON;
}
// Unary negation
TVector3 operator- () const
{
return TVector3(-X, -Y, -Z);
}
// Scalar addition
TVector3 &operator+= (vec_t scalar)
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{
X += scalar, Y += scalar, Z += scalar;
return *this;
}
friend TVector3 operator+ (const TVector3 &v, vec_t scalar)
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{
return TVector3(v.X + scalar, v.Y + scalar, v.Z + scalar);
}
friend TVector3 operator+ (vec_t scalar, const TVector3 &v)
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{
return TVector3(v.X + scalar, v.Y + scalar, v.Z + scalar);
}
// Scalar subtraction
TVector3 &operator-= (vec_t scalar)
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{
X -= scalar, Y -= scalar, Z -= scalar;
return *this;
}
TVector3 operator- (vec_t scalar) const
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{
return TVector3(X - scalar, Y - scalar, Z - scalar);
}
// Scalar multiplication
TVector3 &operator*= (vec_t scalar)
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{
X = vec_t(X *scalar), Y = vec_t(Y * scalar), Z = vec_t(Z * scalar);
return *this;
}
friend TVector3 operator* (const TVector3 &v, vec_t scalar)
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{
return TVector3(v.X * scalar, v.Y * scalar, v.Z * scalar);
}
friend TVector3 operator* (vec_t scalar, const TVector3 &v)
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{
return TVector3(v.X * scalar, v.Y * scalar, v.Z * scalar);
}
// Scalar division
TVector3 &operator/= (vec_t scalar)
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{
scalar = 1 / scalar, X = vec_t(X * scalar), Y = vec_t(Y * scalar), Z = vec_t(Z * scalar);
return *this;
}
TVector3 operator/ (vec_t scalar) const
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{
scalar = 1 / scalar;
return TVector3(X * scalar, Y * scalar, Z * scalar);
}
// Vector addition
TVector3 &operator+= (const TVector3 &other)
{
X += other.X, Y += other.Y, Z += other.Z;
return *this;
}
TVector3 operator+ (const TVector3 &other) const
{
return TVector3(X + other.X, Y + other.Y, Z + other.Z);
}
// Vector subtraction
TVector3 &operator-= (const TVector3 &other)
{
X -= other.X, Y -= other.Y, Z -= other.Z;
return *this;
}
TVector3 operator- (const TVector3 &other) const
{
return TVector3(X - other.X, Y - other.Y, Z - other.Z);
}
// Add a 2D vector to this 3D vector, leaving Z unchanged.
TVector3 &operator+= (const Vector2 &other)
{
X += other.X, Y += other.Y;
return *this;
}
// Subtract a 2D vector from this 3D vector, leaving Z unchanged.
TVector3 &operator-= (const Vector2 &other)
{
X -= other.X, Y -= other.Y;
return *this;
}
// returns the XY fields as a 2D-vector.
Vector2 XY() const
{
return{ X, Y };
}
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// Add a 3D vector and a 2D vector.
friend TVector3 operator+ (const TVector3 &v3, const Vector2 &v2)
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{
return TVector3(v3.X + v2.X, v3.Y + v2.Y, v3.Z);
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}
friend TVector3 operator- (const TVector3 &v3, const Vector2 &v2)
{
return TVector3(v3.X - v2.X, v3.Y - v2.Y, v3.Z);
}
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friend Vector2 operator+ (const Vector2 &v2, const TVector3 &v3)
{
return Vector2(v2.X + v3.X, v2.Y + v3.Y);
}
// Subtract a 3D vector and a 2D vector.
// Discards the Z component of the 3D vector and returns a 2D vector.
friend Vector2 operator- (const TVector2<vec_t> &v2, const TVector3 &v3)
{
return Vector2(v2.X - v3.X, v2.Y - v3.Y);
}
// Returns the angle (in radians) that the ray (0,0)-(X,Y) faces
TAngle<vec_t> Angle() const;
TAngle<vec_t> Pitch() const;
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// Vector length
double Length() const
{
return g_sqrt (X*X + Y*Y + Z*Z);
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}
double LengthSquared() const
{
return X*X + Y*Y + Z*Z;
}
// Return a unit vector facing the same direction as this one
TVector3 Unit() const
{
double len = Length();
if (len != 0) len = 1 / len;
return *this * len;
}
// Scales this vector into a unit vector
void MakeUnit()
{
double len = Length();
if (len != 0) len = 1 / len;
*this *= len;
}
// Resizes this vector to be the specified length (if it is not 0)
TVector3 &MakeResize(double len)
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{
double vlen = Length();
if (vlen != 0.)
{
double scale = len / vlen;
X = vec_t(X * scale);
Y = vec_t(Y * scale);
Z = vec_t(Z * scale);
}
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return *this;
}
TVector3 Resized(double len)
{
double vlen = Length();
if (vlen != 0.)
{
double scale = len / vlen;
return{ vec_t(X * scale), vec_t(Y * scale), vec_t(Z * scale) };
}
else
{
return *this;
}
}
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// Dot product
double operator | (const TVector3 &other) const
{
return X*other.X + Y*other.Y + Z*other.Z;
}
// Cross product
TVector3 operator ^ (const TVector3 &other) const
{
return TVector3(Y*other.Z - Z*other.Y,
Z*other.X - X*other.Z,
X*other.Y - Y*other.X);
}
TVector3 &operator ^= (const TVector3 &other)
{
*this = *this ^ other;
}
};
template<class vec_t>
struct TMatrix3x3
{
typedef TVector3<vec_t> Vector3;
vec_t Cells[3][3];
TMatrix3x3()
{
}
TMatrix3x3(const TMatrix3x3 &other)
{
(*this)[0] = other[0];
(*this)[1] = other[1];
(*this)[2] = other[2];
}
TMatrix3x3(const Vector3 &row1, const Vector3 &row2, const Vector3 &row3)
{
(*this)[0] = row1;
(*this)[1] = row2;
(*this)[2] = row3;
}
// Construct a rotation matrix about an arbitrary axis.
// (The axis vector must be normalized.)
TMatrix3x3(const Vector3 &axis, double radians)
{
double c = g_cos(radians), s = g_sin(radians), t = 1 - c;
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/* In comments: A more readable version of the matrix setup.
This was found in Diana Gruber's article "The Mathematics of the
3D Rotation Matrix" at <http://www.makegames.com/3drotation/> and is
attributed to Graphics Gems (Glassner, Academic Press, 1990).
Cells[0][0] = t*axis.X*axis.X + c;
Cells[0][1] = t*axis.X*axis.Y - s*axis.Z;
Cells[0][2] = t*axis.X*axis.Z + s*axis.Y;
Cells[1][0] = t*axis.Y*axis.X + s*axis.Z;
Cells[1][1] = t*axis.Y*axis.Y + c;
Cells[1][2] = t*axis.Y*axis.Z - s*axis.X;
Cells[2][0] = t*axis.Z*axis.X - s*axis.Y;
Cells[2][1] = t*axis.Z*axis.Y + s*axis.X;
Cells[2][2] = t*axis.Z*axis.Z + c;
Outside comments: A faster version with only 10 (not 24) multiplies.
*/
double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
double tx, ty, txx, tyy, u, v;
tx = t*axis.X;
Cells[0][0] = vec_t( (txx=tx*axis.X) + c );
Cells[0][1] = vec_t( (u=tx*axis.Y) - sz);
Cells[0][2] = vec_t( (v=tx*axis.Z) + sy);
ty = t*axis.Y;
Cells[1][0] = vec_t( u + sz);
Cells[1][1] = vec_t( (tyy=ty*axis.Y) + c );
Cells[1][2] = vec_t( (u=ty*axis.Z) - sx);
Cells[2][0] = vec_t( v - sy);
Cells[2][1] = vec_t( u + sx);
Cells[2][2] = vec_t( (t-txx-tyy) + c );
}
TMatrix3x3(const Vector3 &axis, double c/*cosine*/, double s/*sine*/)
{
double t = 1 - c;
double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
double tx, ty, txx, tyy, u, v;
tx = t*axis.X;
Cells[0][0] = vec_t( (txx=tx*axis.X) + c );
Cells[0][1] = vec_t( (u=tx*axis.Y) - sz);
Cells[0][2] = vec_t( (v=tx*axis.Z) + sy);
ty = t*axis.Y;
Cells[1][0] = vec_t( u + sz);
Cells[1][1] = vec_t( (tyy=ty*axis.Y) + c );
Cells[1][2] = vec_t( (u=ty*axis.Z) - sx);
Cells[2][0] = vec_t( v - sy);
Cells[2][1] = vec_t( u + sx);
Cells[2][2] = vec_t( (t-txx-tyy) + c );
}
TMatrix3x3(const Vector3 &axis, TAngle<vec_t> degrees);
void Zero()
{
memset (this, 0, sizeof *this);
}
void Identity()
{
Cells[0][0] = 1; Cells[0][1] = 0; Cells[0][2] = 0;
Cells[1][0] = 0; Cells[1][1] = 1; Cells[1][2] = 0;
Cells[2][0] = 0; Cells[2][1] = 0; Cells[2][2] = 1;
}
Vector3 &operator[] (int index)
{
return *((Vector3 *)&Cells[index]);
}
const Vector3 &operator[] (int index) const
{
return *((Vector3 *)&Cells[index]);
}
// Multiply a scalar
TMatrix3x3 &operator*= (double scalar)
{
(*this)[0] *= scalar;
(*this)[1] *= scalar;
(*this)[2] *= scalar;
return *this;
}
friend TMatrix3x3 operator* (double s, const TMatrix3x3 &m)
{
return TMatrix3x3(m[0]*s, m[1]*s, m[2]*s);
}
TMatrix3x3 operator* (double s) const
{
return TMatrix3x3((*this)[0]*s, (*this)[1]*s, (*this)[2]*s);
}
// Divide a scalar
TMatrix3x3 &operator/= (double scalar)
{
return *this *= 1 / scalar;
}
TMatrix3x3 operator/ (double s) const
{
return *this * (1 / s);
}
// Add two 3x3 matrices together
TMatrix3x3 &operator+= (const TMatrix3x3 &o)
{
(*this)[0] += o[0];
(*this)[1] += o[1];
(*this)[2] += o[2];
return *this;
}
TMatrix3x3 operator+ (const TMatrix3x3 &o) const
{
return TMatrix3x3((*this)[0] + o[0], (*this)[1] + o[1], (*this)[2] + o[2]);
}
// Subtract two 3x3 matrices
TMatrix3x3 &operator-= (const TMatrix3x3 &o)
{
(*this)[0] -= o[0];
(*this)[1] -= o[1];
(*this)[2] -= o[2];
return *this;
}
TMatrix3x3 operator- (const TMatrix3x3 &o) const
{
return TMatrix3x3((*this)[0] - o[0], (*this)[1] - o[1], (*this)[2] - o[2]);
}
// Concatenate two 3x3 matrices
TMatrix3x3 &operator*= (const TMatrix3x3 &o)
{
return *this = *this * o;
}
TMatrix3x3 operator* (const TMatrix3x3 &o) const
{
return TMatrix3x3(
Vector3(Cells[0][0]*o[0][0] + Cells[0][1]*o[1][0] + Cells[0][2]*o[2][0],
Cells[0][0]*o[0][1] + Cells[0][1]*o[1][1] + Cells[0][2]*o[2][1],
Cells[0][0]*o[0][2] + Cells[0][1]*o[1][2] + Cells[0][2]*o[2][2]),
Vector3(Cells[1][0]*o[0][0] + Cells[1][1]*o[1][0] + Cells[1][2]*o[2][0],
Cells[1][0]*o[0][1] + Cells[1][1]*o[1][1] + Cells[1][2]*o[2][1],
Cells[1][0]*o[0][2] + Cells[1][1]*o[1][2] + Cells[1][2]*o[2][2]),
Vector3(Cells[2][0]*o[0][0] + Cells[2][1]*o[1][0] + Cells[2][2]*o[2][0],
Cells[2][0]*o[0][1] + Cells[2][1]*o[1][1] + Cells[2][2]*o[2][1],
Cells[2][0]*o[0][2] + Cells[2][1]*o[1][2] + Cells[2][2]*o[2][2]));
}
// Multiply a 3D vector by a rotation matrix
friend Vector3 operator* (const Vector3 &v, const TMatrix3x3 &m)
{
return Vector3(m[0] | v, m[1] | v, m[2] | v);
}
friend Vector3 operator* (const TMatrix3x3 &m, const Vector3 &v)
{
return Vector3(m[0] | v, m[1] | v, m[2] | v);
}
};
#define BAM_FACTOR (90. / 0x40000000)
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template<class vec_t>
struct TAngle
{
vec_t Degrees;
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// This is to catch any accidental attempt to assign an angle_t to this type. Any explicit exception will require a type cast.
TAngle(int) = delete;
TAngle(unsigned int) = delete;
TAngle(long) = delete;
TAngle(unsigned long) = delete;
TAngle &operator= (int other) = delete;
TAngle &operator= (unsigned other) = delete;
TAngle &operator= (long other) = delete;
TAngle &operator= (unsigned long other) = delete;
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TAngle ()
{
}
TAngle (vec_t amt)
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: Degrees(amt)
{
}
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/*
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TAngle (int amt)
: Degrees(vec_t(amt))
{
}
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*/
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TAngle (const TAngle &other)
: Degrees(other.Degrees)
{
}
TAngle &operator= (const TAngle &other)
{
Degrees = other.Degrees;
return *this;
}
TAngle &operator= (double other)
{
Degrees = other;
return *this;
}
// intentionally disabled so that common math functions cannot be accidentally called with a TAngle.
//operator vec_t() const { return Degrees; }
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TAngle operator- () const
{
return TAngle(-Degrees);
}
TAngle &operator+= (TAngle other)
{
Degrees += other.Degrees;
return *this;
}
TAngle &operator-= (TAngle other)
{
Degrees -= other.Degrees;
return *this;
}
TAngle &operator*= (TAngle other)
{
Degrees *= other.Degrees;
return *this;
}
TAngle &operator/= (TAngle other)
{
Degrees /= other.Degrees;
return *this;
}
TAngle operator+ (TAngle other) const
{
return Degrees + other.Degrees;
}
TAngle operator- (TAngle other) const
{
return Degrees - other.Degrees;
}
TAngle operator* (TAngle other) const
{
return Degrees * other.Degrees;
}
TAngle operator/ (TAngle other) const
{
return Degrees / other.Degrees;
}
TAngle &operator+= (vec_t other)
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{
Degrees = Degrees + other;
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return *this;
}
TAngle &operator-= (vec_t other)
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{
Degrees = Degrees - other;
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return *this;
}
TAngle &operator*= (vec_t other)
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{
Degrees = Degrees * other;
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return *this;
}
TAngle &operator/= (vec_t other)
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{
Degrees = Degrees / other;
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return *this;
}
TAngle operator+ (vec_t other) const
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{
return Degrees + other;
}
TAngle operator- (vec_t other) const
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{
return Degrees - other;
}
friend TAngle operator- (vec_t o1, TAngle o2)
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{
return TAngle(o1 - o2.Degrees);
}
TAngle operator* (vec_t other) const
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{
return Degrees * other;
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}
TAngle operator/ (vec_t other) const
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{
return Degrees / other;
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}
// Should the comparisons consider an epsilon value?
bool operator< (TAngle other) const
{
return Degrees < other.Degrees;
}
bool operator> (TAngle other) const
{
return Degrees > other.Degrees;
}
bool operator<= (TAngle other) const
{
return Degrees <= other.Degrees;
}
bool operator>= (TAngle other) const
{
return Degrees >= other.Degrees;
}
bool operator== (TAngle other) const
{
return Degrees == other.Degrees;
}
bool operator!= (TAngle other) const
{
return Degrees != other.Degrees;
}
bool operator< (vec_t other) const
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{
return Degrees < other;
}
bool operator> (vec_t other) const
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{
return Degrees > other;
}
bool operator<= (vec_t other) const
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{
return Degrees <= other;
}
bool operator>= (vec_t other) const
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{
return Degrees >= other;
}
bool operator== (vec_t other) const
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{
return Degrees == other;
}
bool operator!= (vec_t other) const
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{
return Degrees != other;
}
// Ensure the angle is between [0.0,360.0) degrees
TAngle Normalized360() const
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{
// Normalizing the angle converts it to a BAM, which masks it, and converts it back to a float.
// Note: We MUST use xs_Float here because it is the only method that guarantees reliable wraparound.
return (vec_t)(BAM_FACTOR * BAMs());
}
// Ensures the angle is between (-180.0,180.0] degrees
TAngle Normalized180() const
{
return (vec_t)(BAM_FACTOR * (signed int)BAMs());
}
vec_t Radians() const
{
return Degrees * (pi::pi() / 180.0);
}
unsigned BAMs() const
{
return xs_CRoundToInt(Degrees * (0x40000000 / 90.));
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}
TVector2<vec_t> ToVector(vec_t length = 1) const
{
return TVector2<vec_t>(length * Cos(), length * Sin());
}
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vec_t Cos() const
{
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return vec_t(g_cosdeg(Degrees));
}
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vec_t Sin() const
{
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return vec_t(g_sindeg(Degrees));
}
double Tan() const
{
return g_tan(Degrees * (pi::pi() / 180.));
}
// This is for calculating vertical velocity. For high pitches the tangent will become too large to be useful.
double TanClamped(double max = 5.) const
{
return clamp(Tan(), -max, max);
}
static inline TAngle ToDegrees(double rad)
{
return TAngle(double(rad * (180.0 / pi::pi())));
}
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};
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// Emulates the old floatbob offset table with direct calls to trig functions.
inline double BobSin(double fb)
{
return TAngle<double>(double(fb * (180.0 / 32))).Sin() * 8;
}
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template<class T>
inline TAngle<T> fabs (const TAngle<T> &deg)
{
return TAngle<T>(fabs(deg.Degrees));
}
template<class T>
inline TAngle<T> deltaangle(const TAngle<T> &a1, const TAngle<T> &a2)
{
return (a2 - a1).Normalized180();
}
template<class T>
inline TAngle<T> deltaangle(const TAngle<T> &a1, double a2)
{
return (a2 - a1).Normalized180();
}
template<class T>
inline TAngle<T> deltaangle(double a1, const TAngle<T> &a2)
{
return (a2 - a1).Normalized180();
}
template<class T>
inline TAngle<T> absangle(const TAngle<T> &a1, const TAngle<T> &a2)
{
return fabs((a1 - a2).Normalized180());
}
template<class T>
inline TAngle<T> absangle(const TAngle<T> &a1, double a2)
{
return fabs((a1 - a2).Normalized180());
}
inline TAngle<double> VecToAngle(double x, double y)
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{
return g_atan2(y, x) * (180.0 / pi::pi());
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}
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template<class T>
inline TAngle<T> VecToAngle (const TVector2<T> &vec)
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{
return (T)g_atan2(vec.Y, vec.X) * (180.0 / pi::pi());
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}
template<class T>
inline TAngle<T> VecToAngle (const TVector3<T> &vec)
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{
return (T)g_atan2(vec.Y, vec.X) * (180.0 / pi::pi());
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}
template<class T>
TAngle<T> TVector2<T>::Angle() const
{
return VecToAngle(X, Y);
}
template<class T>
TAngle<T> TVector3<T>::Angle() const
{
return VecToAngle(X, Y);
}
template<class T>
TAngle<T> TVector3<T>::Pitch() const
{
return VecToAngle(TVector2<T>(X, Y).Length(), Z);
}
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// Much of this is copied from TVector3. Is all that functionality really appropriate?
template<class vec_t>
struct TRotator
{
typedef TAngle<vec_t> Angle;
Angle Pitch; // up/down
Angle Yaw; // left/right
Angle Roll; // rotation about the forward axis.
Angle CamRoll; // Roll specific to actor cameras. Used by quakes.
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TRotator ()
{
}
TRotator (const Angle &p, const Angle &y, const Angle &r)
: Pitch(p), Yaw(y), Roll(r)
{
}
TRotator (const TRotator &other)
: Pitch(other.Pitch), Yaw(other.Yaw), Roll(other.Roll)
{
}
TRotator &operator= (const TRotator &other)
{
Roll = other.Roll, Yaw = other.Yaw, Pitch = other.Pitch;
return *this;
}
// Access angles as an array
Angle &operator[] (int index)
{
return *(&Pitch + index);
}
const Angle &operator[] (int index) const
{
return *(&Pitch + index);
}
// Test for equality
bool operator== (const TRotator &other) const
{
return fabs(Pitch - other.Pitch) < Angle(EQUAL_EPSILON) && fabs(Yaw - other.Yaw) < Angle(EQUAL_EPSILON) && fabs(Roll - other.Roll) < Angle(EQUAL_EPSILON);
}
// Test for inequality
bool operator!= (const TRotator &other) const
{
return fabs(Pitch - other.Pitch) >= Angle(EQUAL_EPSILON) && fabs(Yaw - other.Yaw) >= Angle(EQUAL_EPSILON) && fabs(Roll - other.Roll) >= Angle(EQUAL_EPSILON);
}
// Unary negation
TRotator operator- () const
{
return TRotator(-Pitch, -Yaw, -Roll);
}
// Scalar addition
TRotator &operator+= (const Angle &scalar)
{
Pitch += scalar, Yaw += scalar, Roll += scalar;
return *this;
}
friend TRotator operator+ (const TRotator &v, const Angle &scalar)
{
return TRotator(v.Pitch + scalar, v.Yaw + scalar, v.Roll + scalar);
}
friend TRotator operator+ (const Angle &scalar, const TRotator &v)
{
return TRotator(v.Pitch + scalar, v.Yaw + scalar, v.Roll + scalar);
}
// Scalar subtraction
TRotator &operator-= (const Angle &scalar)
{
Pitch -= scalar, Yaw -= scalar, Roll -= scalar;
return *this;
}
TRotator operator- (const Angle &scalar) const
{
return TRotator(Pitch - scalar, Yaw - scalar, Roll - scalar);
}
// Scalar multiplication
TRotator &operator*= (const Angle &scalar)
{
Pitch *= scalar, Yaw *= scalar, Roll *= scalar;
return *this;
}
friend TRotator operator* (const TRotator &v, const Angle &scalar)
{
return TRotator(v.Pitch * scalar, v.Yaw * scalar, v.Roll * scalar);
}
friend TRotator operator* (const Angle &scalar, const TRotator &v)
{
return TRotator(v.Pitch * scalar, v.Yaw * scalar, v.Roll * scalar);
}
// Scalar division
TRotator &operator/= (const Angle &scalar)
{
Angle mul(1 / scalar.Degrees);
Pitch *= scalar, Yaw *= scalar, Roll *= scalar;
return *this;
}
TRotator operator/ (const Angle &scalar) const
{
Angle mul(1 / scalar.Degrees);
return TRotator(Pitch * mul, Yaw * mul, Roll * mul);
}
// Vector addition
TRotator &operator+= (const TRotator &other)
{
Pitch += other.Pitch, Yaw += other.Yaw, Roll += other.Roll;
return *this;
}
TRotator operator+ (const TRotator &other) const
{
return TRotator(Pitch + other.Pitch, Yaw + other.Yaw, Roll + other.Roll);
}
// Vector subtraction
TRotator &operator-= (const TRotator &other)
{
Pitch -= other.Pitch, Yaw -= other.Yaw, Roll -= other.Roll;
return *this;
}
TRotator operator- (const TRotator &other) const
{
return TRotator(Pitch - other.Pitch, Yaw - other.Yaw, Roll - other.Roll);
}
};
// Create a forward vector from a rotation (ignoring roll)
template<class T>
inline TVector3<T>::TVector3 (const TRotator<T> &rot)
{
double pcos = rot.Pitch.Cos();
X = pcos * rot.Yaw.Cos();
Y = pcos * rot.Yaw.Sin();
Z = rot.Pitch.Sin();
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}
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template<class T>
inline TMatrix3x3<T>::TMatrix3x3(const TVector3<T> &axis, TAngle<T> degrees)
{
double c = degrees.Cos(), s = degrees.Sin(), t = 1 - c;
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double sx = s*axis.X, sy = s*axis.Y, sz = s*axis.Z;
double tx, ty, txx, tyy, u, v;
tx = t*axis.X;
Cells[0][0] = T( (txx=tx*axis.X) + c );
Cells[0][1] = T( (u=tx*axis.Y) - sz );
Cells[0][2] = T( (v=tx*axis.Z) + sy );
ty = t*axis.Y;
Cells[1][0] = T( u + sz );
Cells[1][1] = T( (tyy=ty*axis.Y) + c );
Cells[1][2] = T( (u=ty*axis.Z) - sx );
Cells[2][0] = T( v - sy );
Cells[2][1] = T( u + sx );
Cells[2][2] = T( (t-txx-tyy) + c );
}
typedef TVector2<float> FVector2;
typedef TVector3<float> FVector3;
typedef TRotator<float> FRotator;
typedef TMatrix3x3<float> FMatrix3x3;
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typedef TAngle<float> FAngle;
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typedef TVector2<double> DVector2;
typedef TVector3<double> DVector3;
typedef TRotator<double> DRotator;
typedef TMatrix3x3<double> DMatrix3x3;
typedef TAngle<double> DAngle;
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#endif