mirror of
https://github.com/ZDoom/Raze.git
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e94fa7f70f
Also, add hitscan test to test.lua -- a crosshair-like sprite is spawned and continuously updated to the position of where the player aims at. git-svn-id: https://svn.eduke32.com/eduke32@4059 1a8010ca-5511-0410-912e-c29ae57300e0
357 lines
8.9 KiB
Lua
357 lines
8.9 KiB
Lua
-- "Extended" math module for Lunatic.
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local ffi = require("ffi")
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local bit = require("bit")
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local math = require("math")
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local arshift = bit.arshift
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local abs, sqrt = math.abs, math.sqrt
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local assert = assert
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local error = error
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local type = type
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local OUR_REQUIRE_STRING = [[
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local _xm=require'xmath'
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local _v,_iv=_xm.vec3,_xm.ivec3
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]]
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local function our_get_require()
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return OUR_REQUIRE_STRING
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end
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module(...)
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---=== TRIGONOMETRY ===---
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local BANG2RAD = math.pi/1024
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local isintab = ffi.new("int16_t [?]", 2048)
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local dsintab = ffi.new("double [?]", 2048)
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for a=0,511 do
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local s = math.sin(a*BANG2RAD)
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isintab[a] = 16384*s
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dsintab[a] = s
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end
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isintab[512] = 16384
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dsintab[512] = 1
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for i=513,1023 do
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isintab[i] = isintab[1024-i];
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dsintab[i] = dsintab[1024-i];
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end
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for i=1024,2047 do
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isintab[i] = -isintab[i-1024];
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dsintab[i] = -dsintab[i-1024];
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end
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local band = bit.band
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local function ksc_common(ang)
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ang = band(ang, 2047)
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assert(ang >= 0 and ang < 2048) -- might have been passed NaN
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return ang
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end
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-- k{sin,cos}: 16384-scaled output, 2048-based angle input
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function ksin(ang)
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return isintab[ksc_common(ang)]
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end
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function kcos(ang)
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return isintab[ksc_common(ang+512)]
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end
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local sin, cos = math.sin, math.cos
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-- {sin,cos}b: [-1..1] output, 2048-based angle input
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function sinb(ang)
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return dsintab[ksc_common(ang)]
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end
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function cosb(ang)
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return dsintab[ksc_common(ang+512)]
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end
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local cosb, sinb = cosb, sinb
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---=== Approximations to 2D and 3D Euclidean distances ===---
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-- (also see common.c)
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local function dist_common(pos1, pos2)
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local x = abs(pos1.x - pos2.x)
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local y = abs(pos1.y - pos2.y)
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if (x < y) then
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x, y = y, x
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end
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return x, y
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end
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function ldist(pos1, pos2)
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local x, y = dist_common(pos1, pos2)
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local t = y + arshift(y,1)
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return x - arshift(x,5) - arshift(x,7) + arshift(t,2) + arshift(t,6)
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end
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function dist(pos1, pos2)
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local x, y = dist_common(pos1, pos2)
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local z = abs(arshift(pos1.z - pos2.z, 4))
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if (x < z) then
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x, z = z, x
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end
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local t = y + z
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return x - arshift(x,4) + arshift(t,2) + arshift(t,3)
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end
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---=== VECTOR TYPES ===---
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-- The integer 3-vector can be useful for calculations expecting integer
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-- values, e.g. ivec3(x, y, z) is a reasonable way to round a vec3. It can also
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-- be used as the RHS to the vec2/vec3 arithmetic methods.
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-- NOTE: We must have a typedef with that exact name, because for Lunatic
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-- (i.e. not stand-alone), the type was already declared in defs_common.lua.
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ffi.cdef "typedef struct { int32_t x, y, z; } vec3_t;"
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local ivec3_t = ffi.typeof("vec3_t")
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local dvec2_t = ffi.typeof("struct { double x, y; }")
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local dvec3_t = ffi.typeof("struct { double x, y, z; }")
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local vec2_mt = {
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__add = function(a, b) return dvec2_t(a.x+b.x, a.y+b.y) end,
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__sub = function(a, b) return dvec2_t(a.x-b.x, a.y-b.y) end,
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__unm = function(a) return dvec2_t(-a.x, -a.y) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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return dvec2_t(a*b.x, a*b.y)
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end
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if (type(b)~="number") then
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error("number expected in vec2 multiplication", 2)
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end
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return dvec2_t(a.x*b, a.y*b)
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end,
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__div = function(a,b)
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if (type(b)~="number") then
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error("number expected in vec2 division", 2)
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end
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return dvec2_t(a.x/b, a.y/b)
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end,
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__tostring = function(a) return "vec2("..a.x..", "..a.y..")" end,
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__index = {
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lensq = function(a) return a.x*a.x + a.y*a.y end,
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mhlen = function(a) return abs(a.x)+abs(a.y) end,
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},
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}
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local l_rotate -- fwd-decl (XXX: could be the other way around)
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-- The vec3 metatable is shared between the integer- and double-based 3-vector
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-- types. However, some operations are slightly different.
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local vec3_mt = {
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-- Arithmetic operations. Note that they always return a dvec3.
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__add = function(a, b) return dvec3_t(a.x+b.x, a.y+b.y, a.z+b.z) end,
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__sub = function(a, b) return dvec3_t(a.x-b.x, a.y-b.y, a.z-b.z) end,
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__unm = function(a) return dvec3_t(-a.x, -a.y, -a.z) end,
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__mul = function(a,b)
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if (type(a)=="number") then
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return dvec3_t(a*b.x, a*b.y, a*b.z)
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end
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if (type(b)~="number") then
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error("number expected in vec3 multiplication", 2)
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end
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return dvec3_t(a.x*b, a.y*b, a.z*b)
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end,
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__div = function(a,b)
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if (type(b)~="number") then
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error("number expected in vec3 division", 2)
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end
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return dvec3_t(a.x/b, a.y/b, a.z/b)
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end,
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-- '^' is the "translate upwards" operator, returns same-typed vector.
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__pow = function(v, zofs)
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return v:_ctor(v.x, v.y, v.z-zofs)
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end,
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-- Convenience for human-readable display.
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__tostring = function(a)
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return (a:_isi() and "i" or "").."vec3("..a.x..", "..a.y..", "..a.z..")"
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end,
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__index = {
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-- Euclidean 3D length.
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len = function(a) return sqrt(a.x*a.x + a.y*a.y + a.z*a.z) end,
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-- Euclidean 3D squared length.
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lensq = function(a) return a.x*a.x + a.y*a.y + a.z*a.z end,
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-- Euclidean 2D length.
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len2 = function(a) return sqrt(a.x*a.x + a.y*a.y) end,
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-- Euclidean 2D squared length.
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len2sq = function(a) return a.x*a.x + a.y*a.y end,
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-- Manhattan-distance 3D length:
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mhlen = function(a) return abs(a.x)+abs(a.y)+abs(a.z) end,
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toivec3 = function(v) return ivec3_t(v.x, v.y, v.z) end,
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-- BUILD-coordinate (z scaled by 16) <-> uniform conversions.
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touniform = function(v)
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return v:_isi()
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and v:_ctor(v.x, v.y, arshift(v.z, 4))
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or v:_ctor(v.x, v.y, v.z/16)
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end,
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tobuild = function(v) return v:_ctor(v.x, v.y, 16*v.z) end,
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rotate = function(v, ang, pivot) return l_rotate(v, ang, pivot) end,
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-- PRIVATE methods --
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-- Get the type constructor for this vector.
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_ctor = function(v, ...)
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return v:_isi() and ivec3_t(...) or dvec3_t(...)
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end,
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-- Is <v> integer vec3? INTERNAL.
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_isi = function(v)
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return ffi.istype(ivec3_t, v)
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end,
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--- Serialization ---
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_get_require = our_get_require,
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_serialize = function(v)
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return (v:_isi() and "_iv" or "_v").."("..v.x..","..v.y..","..v.z..")"
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end,
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},
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}
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ffi.metatype(dvec2_t, vec2_mt)
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ffi.metatype(dvec3_t, vec3_mt)
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ffi.metatype(ivec3_t, vec3_mt)
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-- VEC2 user data constructor.
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-- * vec2([x [, y]]), assuming that x and y are numbers. Vacant positions are
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-- assumed to be 0.
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-- * vec2(<compound>), <compound> can be anything indexable with "x" and "y"
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function vec2(...)
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local x, y = ...
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if (type(x)=="number" or x==nil) then
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return dvec2_t(...)
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else
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return dvec2_t(x.x, x.y)
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end
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end
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-- VEC3 user data constructor.
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-- Analogous to VEC2.
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function vec3(...)
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local x, y, z = ...
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if (type(x)=="number" or x==nil) then
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return dvec3_t(...)
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else
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return dvec3_t(x.x, x.y, x.z)
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end
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end
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-- IVEC3 user data constructor.
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function ivec3(...)
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local x, y, z = ...
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if (type(x)=="number" or x==nil) then
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return ivec3_t(...)
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else
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return ivec3_t(x.x, x.y, x.z)
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end
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end
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local vec2, vec3 = vec2, vec3
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---=== MISCELLANEOUS MATH ===---
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local intarg = ffi.new("int32_t [1]")
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function bangvec(bang)
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intarg[0] = bang -- round towards zero
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return dvec3_t(cosb(intarg[0]), sinb(intarg[0]))
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end
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function kangvec(bang, z)
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intarg[0] = bang -- round towards zero
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return ivec3_t(kcos(intarg[0]), ksin(intarg[0]), z or 0)
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end
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function angvec(ang)
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return dvec3_t(cos(ang), sin(ang))
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end
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local zerovec = vec3()
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-- Point rotation. Note the different order of arguments from engine function.
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-- XXX: passing mixed vec2/vec3 is problematic. Get rid of vec2?
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-- <ang>: BUILD angle (0-2047 based)
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function rotate(pos, ang, pivot)
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pivot = pivot or zerovec
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local p = vec3(pos)-pivot
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local c, s = cosb(ang), sinb(ang)
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local x, y = p.x, p.y
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p.x = pivot.x + (c*x - s*y)
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p.y = pivot.y + (c*y + s*x)
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return p
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end
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l_rotate = rotate
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-- Two-element vector cross product.
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-- Anti-commutative, distributive.
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local function cross2(v, w)
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return v.y*w.x - v.x*w.y
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end
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-- Finds the intersection point of two lines given by
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-- point a and vector v
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-- and
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-- point b and vector w
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--
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-- Returns:
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-- if <TODO>, nil
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-- if retpoint_p evaluates to a non-true value, coefficients cv and cw such that <TODO>
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-- else, the intersection point
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function intersect(a,v, b,w, retpoint_p)
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local vxw = cross2(v,w)
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if (vxw ~= 0) then
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local btoa = vec2(a) - vec2(b)
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local cv, cw = cross2(w, btoa)/vxw, cross2(v, btoa)/vxw
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if (retpoint_p) then
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return vec2(a) + cv*vec2(v)
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else
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return cv, cw
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end
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end
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-- return nil if v and w parallel (or either of them is a point), or if
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-- they contain NaNs
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end
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