/* xash3d_mathlib.c - internal mathlib Copyright (C) 2010 Uncle Mike This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. */ #include "port.h" #include "xash3d_types.h" #include "const.h" #include "com_model.h" #include "xash3d_mathlib.h" #include "eiface.h" #define NUM_HULL_ROUNDS ARRAYSIZE( hull_table ) #define HULL_PRECISION 4 vec3_t vec3_origin = { 0, 0, 0 }; static word hull_table[] = { 2, 4, 6, 8, 12, 16, 18, 24, 28, 32, 36, 40, 48, 54, 56, 60, 64, 72, 80, 112, 120, 128, 140, 176 }; int boxpnt[6][4] = { { 0, 4, 6, 2 }, // +X { 0, 1, 5, 4 }, // +Y { 0, 2, 3, 1 }, // +Z { 7, 5, 1, 3 }, // -X { 7, 3, 2, 6 }, // -Y { 7, 6, 4, 5 }, // -Z }; // pre-quantized table normals from Quake1 const float m_bytenormals[NUMVERTEXNORMALS][3] = { #include "anorms.h" }; /* ================= anglemod ================= */ float anglemod( float a ) { a = (360.0f / 65536) * ((int)(a*(65536/360.0f)) & 65535); return a; } /* ================= SimpleSpline NOTE: ripped from hl2 source hermite basis function for smooth interpolation Similar to Gain() above, but very cheap to call value should be between 0 & 1 inclusive ================= */ float SimpleSpline( float value ) { float valueSquared = value * value; // nice little ease-in, ease-out spline-like curve return (3.0f * valueSquared - 2.0f * valueSquared * value); } word FloatToHalf( float v ) { unsigned int i = *((unsigned int *)&v); unsigned int e = (i >> 23) & 0x00ff; unsigned int m = i & 0x007fffff; unsigned short h; if( e <= 127 - 15 ) h = ((m | 0x00800000) >> (127 - 14 - e)) >> 13; else h = (i >> 13) & 0x3fff; h |= (i >> 16) & 0xc000; return h; } float HalfToFloat( word h ) { unsigned int f = (h << 16) & 0x80000000; unsigned int em = h & 0x7fff; if( em > 0x03ff ) { f |= (em << 13) + ((127 - 15) << 23); } else { unsigned int m = em & 0x03ff; if( m != 0 ) { unsigned int e = (em >> 10) & 0x1f; while(( m & 0x0400 ) == 0 ) { m <<= 1; e--; } m &= 0x3ff; f |= ((e + (127 - 14)) << 23) | (m << 13); } } return *((float *)&f); } /* ================= RoundUpHullSize round the hullsize to nearest 'right' value ================= */ void RoundUpHullSize( vec3_t size ) { int i, j; for( i = 0; i < 3; i++) { qboolean negative = false; float result, value; value = size[i]; if( value < 0.0f ) negative = true; value = Q_ceil( fabs( value )); result = Q_ceil( size[i] ); // lookup hull table to find nearest supposed value for( j = 0; j < NUM_HULL_ROUNDS; j++ ) { if( value > hull_table[j] ) continue; // ceil only if( negative ) { result = ( value - hull_table[j] ); if( result <= HULL_PRECISION ) { result = -hull_table[j]; break; } } else { result = ( value - hull_table[j] ); if( result <= HULL_PRECISION ) { result = hull_table[j]; break; } } } size[i] = result; } } /* ================= SignbitsForPlane fast box on planeside test ================= */ int SignbitsForPlane( const vec3_t normal ) { int bits, i; for( bits = i = 0; i < 3; i++ ) if( normal[i] < 0.0f ) bits |= 1<normal, n1 ); VectorNormalize2( plane2->normal, n2 ); VectorNormalize2( plane3->normal, n3 ); CrossProduct( n1, n2, n1n2 ); CrossProduct( n2, n3, n2n3 ); CrossProduct( n3, n1, n3n1 ); denom = DotProduct( n1, n2n3 ); VectorClear( out ); // check if the denominator is zero (which would mean that no intersection is to be found if( denom == 0.0f ) { // no intersection could be found, return <0,0,0> return false; } // compute intersection point #if 0 VectorMAMAM( plane1->dist, n2n3, plane2->dist, n3n1, plane3->dist, n1n2, out ); #else VectorMA( out, plane1->dist, n2n3, out ); VectorMA( out, plane2->dist, n3n1, out ); VectorMA( out, plane3->dist, n1n2, out ); #endif VectorScale( out, ( 1.0f / denom ), out ); return true; } /* ================= NearestPOW ================= */ int NearestPOW( int value, qboolean roundDown ) { int n = 1; if( value <= 0 ) return 1; while( n < value ) n <<= 1; if( roundDown ) { if( n > value ) n >>= 1; } return n; } // remap a value in the range [A,B] to [C,D]. float RemapVal( float val, float A, float B, float C, float D ) { return C + (D - C) * (val - A) / (B - A); } float ApproachVal( float target, float value, float speed ) { float delta = target - value; if( delta > speed ) value += speed; else if( delta < -speed ) value -= speed; else value = target; return value; } /* ================= rsqrt ================= */ float rsqrt( float number ) { int i; float x, y; if( number == 0.0f ) return 0.0f; x = number * 0.5f; i = *(int *)&number; // evil floating point bit level hacking i = 0x5f3759df - (i >> 1); // what the fuck? y = *(float *)&i; y = y * (1.5f - (x * y * y)); // first iteration return y; } /* ================= SinCos ================= */ void SinCos( float radians, float *sine, float *cosine ) { #if _MSC_VER == 1200 _asm { fld dword ptr [radians] fsincos mov edx, dword ptr [cosine] mov eax, dword ptr [sine] fstp dword ptr [edx] fstp dword ptr [eax] } #else *sine = sin(radians); *cosine = cos(radians); #endif } /* ============== VectorCompareEpsilon ============== */ qboolean VectorCompareEpsilon( const vec3_t vec1, const vec3_t vec2, vec_t epsilon ) { vec_t ax, ay, az; ax = fabs( vec1[0] - vec2[0] ); ay = fabs( vec1[1] - vec2[1] ); az = fabs( vec1[2] - vec2[2] ); if(( ax <= epsilon ) && ( ay <= epsilon ) && ( az <= epsilon )) return true; return false; } float VectorNormalizeLength2( const vec3_t v, vec3_t out ) { float length, ilength; length = v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; length = sqrt( length ); if( length ) { ilength = 1.0f / length; out[0] = v[0] * ilength; out[1] = v[1] * ilength; out[2] = v[2] * ilength; } return length; } void VectorVectors( const vec3_t forward, vec3_t right, vec3_t up ) { float d; right[0] = forward[2]; right[1] = -forward[0]; right[2] = forward[1]; d = DotProduct( forward, right ); VectorMA( right, -d, forward, right ); VectorNormalize( right ); CrossProduct( right, forward, up ); VectorNormalize( up ); } /* ================= AngleVectors ================= */ void GAME_EXPORT AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up ) { float sr, sp, sy, cr, cp, cy; SinCos( DEG2RAD( angles[YAW] ), &sy, &cy ); SinCos( DEG2RAD( angles[PITCH] ), &sp, &cp ); SinCos( DEG2RAD( angles[ROLL] ), &sr, &cr ); if( forward ) { forward[0] = cp * cy; forward[1] = cp * sy; forward[2] = -sp; } if( right ) { right[0] = (-1.0f * sr * sp * cy + -1.0f * cr * -sy ); right[1] = (-1.0f * sr * sp * sy + -1.0f * cr * cy ); right[2] = (-1.0f * sr * cp); } if( up ) { up[0] = (cr * sp * cy + -sr * -sy ); up[1] = (cr * sp * sy + -sr * cy ); up[2] = (cr * cp); } } /* ================= VectorAngles ================= */ void GAME_EXPORT VectorAngles( const float *forward, float *angles ) { float tmp, yaw, pitch; if( !forward || !angles ) { if( angles ) VectorClear( angles ); return; } if( forward[1] == 0 && forward[0] == 0 ) { // fast case yaw = 0; if( forward[2] > 0 ) pitch = 90.0f; else pitch = 270.0f; } else { yaw = ( atan2( forward[1], forward[0] ) * 180 / M_PI_F ); if( yaw < 0 ) yaw += 360; tmp = sqrt( forward[0] * forward[0] + forward[1] * forward[1] ); pitch = ( atan2( forward[2], tmp ) * 180 / M_PI_F ); if( pitch < 0 ) pitch += 360; } VectorSet( angles, pitch, yaw, 0 ); } /* ================= VectorsAngles ================= */ void VectorsAngles( const vec3_t forward, const vec3_t right, const vec3_t up, vec3_t angles ) { float pitch, cpitch, yaw, roll; pitch = -asin( forward[2] ); cpitch = cos( pitch ); if( fabs( cpitch ) > EQUAL_EPSILON ) // gimball lock? { cpitch = 1.0f / cpitch; pitch = RAD2DEG( pitch ); yaw = RAD2DEG( atan2( forward[1] * cpitch, forward[0] * cpitch )); roll = RAD2DEG( atan2( -right[2] * cpitch, up[2] * cpitch )); } else { pitch = forward[2] > 0 ? -90.0f : 90.0f; yaw = RAD2DEG( atan2( right[0], -right[1] )); roll = 180.0f; } angles[PITCH] = pitch; angles[YAW] = yaw; angles[ROLL] = roll; } // // bounds operations // /* ================= ClearBounds ================= */ void ClearBounds( vec3_t mins, vec3_t maxs ) { // make bogus range mins[0] = mins[1] = mins[2] = 999999.0f; maxs[0] = maxs[1] = maxs[2] = -999999.0f; } /* ================= AddPointToBounds ================= */ void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs ) { float val; int i; for( i = 0; i < 3; i++ ) { val = v[i]; if( val < mins[i] ) mins[i] = val; if( val > maxs[i] ) maxs[i] = val; } } /* ================= ExpandBounds ================= */ void ExpandBounds( vec3_t mins, vec3_t maxs, float offset ) { mins[0] -= offset; mins[1] -= offset; mins[2] -= offset; maxs[0] += offset; maxs[1] += offset; maxs[2] += offset; } /* ================= BoundsIntersect ================= */ qboolean BoundsIntersect( const vec3_t mins1, const vec3_t maxs1, const vec3_t mins2, const vec3_t maxs2 ) { if( mins1[0] > maxs2[0] || mins1[1] > maxs2[1] || mins1[2] > maxs2[2] ) return false; if( maxs1[0] < mins2[0] || maxs1[1] < mins2[1] || maxs1[2] < mins2[2] ) return false; return true; } /* ================= BoundsAndSphereIntersect ================= */ qboolean BoundsAndSphereIntersect( const vec3_t mins, const vec3_t maxs, const vec3_t origin, float radius ) { if( mins[0] > origin[0] + radius || mins[1] > origin[1] + radius || mins[2] > origin[2] + radius ) return false; if( maxs[0] < origin[0] - radius || maxs[1] < origin[1] - radius || maxs[2] < origin[2] - radius ) return false; return true; } /* ================= SphereIntersect ================= */ qboolean SphereIntersect( const vec3_t vSphereCenter, float fSphereRadiusSquared, const vec3_t vLinePt, const vec3_t vLineDir ) { float a, b, c, insideSqr; vec3_t p; // translate sphere to origin. VectorSubtract( vLinePt, vSphereCenter, p ); a = DotProduct( vLineDir, vLineDir ); b = 2.0f * DotProduct( p, vLineDir ); c = DotProduct( p, p ) - fSphereRadiusSquared; insideSqr = b * b - 4.0f * a * c; if( insideSqr <= 0.000001f ) return false; return true; } /* ================= PlaneIntersect find point where ray was intersect with plane ================= */ void PlaneIntersect( const mplane_t *plane, const vec3_t p0, const vec3_t p1, vec3_t out ) { float distToPlane = PlaneDiff( p0, plane ); float planeDotRay = DotProduct( plane->normal, p1 ); float sect = -(distToPlane) / planeDotRay; VectorMA( p0, sect, p1, out ); } /* ================= RadiusFromBounds ================= */ float RadiusFromBounds( const vec3_t mins, const vec3_t maxs ) { vec3_t corner; int i; for( i = 0; i < 3; i++ ) { corner[i] = fabs( mins[i] ) > fabs( maxs[i] ) ? fabs( mins[i] ) : fabs( maxs[i] ); } return VectorLength( corner ); } // // studio utils // /* ==================== AngleQuaternion ==================== */ void AngleQuaternion( const vec3_t angles, vec4_t q, qboolean studio ) { float sr, sp, sy, cr, cp, cy; if( studio ) { SinCos( angles[ROLL] * 0.5f, &sy, &cy ); SinCos( angles[YAW] * 0.5f, &sp, &cp ); SinCos( angles[PITCH] * 0.5f, &sr, &cr ); } else { SinCos( DEG2RAD( angles[YAW] ) * 0.5f, &sy, &cy ); SinCos( DEG2RAD( angles[PITCH] ) * 0.5f, &sp, &cp ); SinCos( DEG2RAD( angles[ROLL] ) * 0.5f, &sr, &cr ); } q[0] = sr * cp * cy - cr * sp * sy; // X q[1] = cr * sp * cy + sr * cp * sy; // Y q[2] = cr * cp * sy - sr * sp * cy; // Z q[3] = cr * cp * cy + sr * sp * sy; // W } /* ==================== QuaternionAngle ==================== */ void QuaternionAngle( const vec4_t q, vec3_t angles ) { matrix3x4 mat; Matrix3x4_FromOriginQuat( mat, q, vec3_origin ); Matrix3x4_AnglesFromMatrix( mat, angles ); } /* ==================== QuaternionAlign make sure quaternions are within 180 degrees of one another, if not, reverse q ==================== */ void QuaternionAlign( const vec4_t p, const vec4_t q, vec4_t qt ) { // decide if one of the quaternions is backwards float a = 0.0f; float b = 0.0f; int i; for( i = 0; i < 4; i++ ) { a += (p[i] - q[i]) * (p[i] - q[i]); b += (p[i] + q[i]) * (p[i] + q[i]); } if( a > b ) { for( i = 0; i < 4; i++ ) qt[i] = -q[i]; } else { for( i = 0; i < 4; i++ ) qt[i] = q[i]; } } /* ==================== QuaternionSlerpNoAlign ==================== */ void QuaternionSlerpNoAlign( const vec4_t p, const vec4_t q, float t, vec4_t qt ) { float omega, cosom, sinom, sclp, sclq; int i; // 0.0 returns p, 1.0 return q. cosom = p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3]; if(( 1.0f + cosom ) > 0.000001f ) { if(( 1.0f - cosom ) > 0.000001f ) { omega = acos( cosom ); sinom = sin( omega ); sclp = sin( (1.0f - t) * omega) / sinom; sclq = sin( t * omega ) / sinom; } else { sclp = 1.0f - t; sclq = t; } for( i = 0; i < 4; i++ ) { qt[i] = sclp * p[i] + sclq * q[i]; } } else { qt[0] = -q[1]; qt[1] = q[0]; qt[2] = -q[3]; qt[3] = q[2]; sclp = sin(( 1.0f - t ) * ( 0.5f * M_PI_F )); sclq = sin( t * ( 0.5f * M_PI_F )); for( i = 0; i < 3; i++ ) { qt[i] = sclp * p[i] + sclq * qt[i]; } } } /* ==================== QuaternionSlerp Quaternion sphereical linear interpolation ==================== */ void QuaternionSlerp( const vec4_t p, const vec4_t q, float t, vec4_t qt ) { vec4_t q2; // 0.0 returns p, 1.0 return q. // decide if one of the quaternions is backwards QuaternionAlign( p, q, q2 ); QuaternionSlerpNoAlign( p, q2, t, qt ); } /* ==================== V_CalcFov ==================== */ float V_CalcFov( float *fov_x, float width, float height ) { float x, half_fov_y; if( *fov_x < 1.0f || *fov_x > 179.0f ) *fov_x = 90.0f; // default value x = width / tan( DEG2RAD( *fov_x ) * 0.5f ); half_fov_y = atan( height / x ); return RAD2DEG( half_fov_y ) * 2; } /* ==================== V_AdjustFov ==================== */ void V_AdjustFov( float *fov_x, float *fov_y, float width, float height, qboolean lock_x ) { float x, y; if( width * 3 == 4 * height || width * 4 == height * 5 ) { // 4:3 or 5:4 ratio return; } if( lock_x ) { *fov_y = 2 * atan((width * 3) / (height * 4) * tan( *fov_y * M_PI_F / 360.0f * 0.5f )) * 360 / M_PI_F; return; } y = V_CalcFov( fov_x, 640, 480 ); x = *fov_x; *fov_x = V_CalcFov( &y, height, width ); if( *fov_x < x ) *fov_x = x; else *fov_y = y; } /* ================== BoxOnPlaneSide Returns 1, 2, or 1 + 2 ================== */ int BoxOnPlaneSide( const vec3_t emins, const vec3_t emaxs, const mplane_t *p ) { float dist1, dist2; int sides = 0; // general case switch( p->signbits ) { case 0: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; break; case 1: dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; break; case 2: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; break; case 3: dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; break; case 4: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; break; case 5: dist1 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2]; break; case 6: dist1 = p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; break; case 7: dist1 = p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2]; dist2 = p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2]; break; default: // shut up compiler dist1 = dist2 = 0; break; } if( dist1 >= p->dist ) sides = 1; if( dist2 < p->dist ) sides |= 2; return sides; }