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3133 lines
95 KiB
3133 lines
95 KiB
//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef MATH_LIB_H
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#define MATH_LIB_H
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#include <math.h>
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#include "tier0/basetypes.h"
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#include "mathlib/vector.h"
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#include "mathlib/vector2d.h"
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#include "tier0/dbg.h"
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#include "mathlib/math_pfns.h"
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#include "mathlib/fltx4.h"
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#ifndef ALIGN8_POST
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#define ALIGN8_POST
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#endif
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#if defined(_PS3)
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#if defined(__SPU__)
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#include <spu_intrinsics.h>
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#include <vmx2spu.h>
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#include <vectormath/c/vectormath_soa.h>
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#else
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#include <ppu_intrinsics.h>
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#include <altivec.h>
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#include <vectormath/c/vectormath_soa.h>
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#endif
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#endif
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// plane_t structure
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// !!! if this is changed, it must be changed in asm code too !!!
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// FIXME: does the asm code even exist anymore?
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// FIXME: this should move to a different file
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struct cplane_t
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{
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Vector normal;
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float dist;
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byte type; // for fast side tests
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byte signbits; // signx + (signy<<1) + (signz<<1)
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byte pad[2];
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#ifdef VECTOR_NO_SLOW_OPERATIONS
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cplane_t() {}
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private:
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// No copy constructors allowed if we're in optimal mode
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cplane_t(const cplane_t& vOther);
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#endif
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};
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// structure offset for asm code
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#define CPLANE_NORMAL_X 0
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#define CPLANE_NORMAL_Y 4
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#define CPLANE_NORMAL_Z 8
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#define CPLANE_DIST 12
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#define CPLANE_TYPE 16
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#define CPLANE_SIGNBITS 17
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#define CPLANE_PAD0 18
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#define CPLANE_PAD1 19
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// 0-2 are axial planes
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#define PLANE_X 0
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#define PLANE_Y 1
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#define PLANE_Z 2
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// 3-5 are non-axial planes snapped to the nearest
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#define PLANE_ANYX 3
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#define PLANE_ANYY 4
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#define PLANE_ANYZ 5
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//-----------------------------------------------------------------------------
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// Frustum plane indices.
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// WARNING: there is code that depends on these values
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//-----------------------------------------------------------------------------
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enum
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{
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FRUSTUM_RIGHT = 0,
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FRUSTUM_LEFT = 1,
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FRUSTUM_TOP = 2,
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FRUSTUM_BOTTOM = 3,
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FRUSTUM_NEARZ = 4,
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FRUSTUM_FARZ = 5,
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FRUSTUM_NUMPLANES = 6
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};
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extern int SignbitsForPlane( cplane_t *out );
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class Frustum_t;
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// Computes Y fov from an X fov and a screen aspect ratio + X from Y
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float CalcFovY( float flFovX, float flScreenAspect );
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float CalcFovX( float flFovY, float flScreenAspect );
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// Generate a frustum based on perspective view parameters
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// NOTE: FOV is specified in degrees, as the *full* view angle (not half-angle)
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class VPlane;
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void GeneratePerspectiveFrustum( const Vector& origin, const QAngle &angles, float flZNear, float flZFar, float flFovX, float flAspectRatio, Frustum_t &frustum );
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void GeneratePerspectiveFrustum( const Vector& origin, const Vector &forward, const Vector &right, const Vector &up, float flZNear, float flZFar, float flFovX, float flFovY, VPlane *pPlanesOut );
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// Cull the world-space bounding box to the specified frustum.
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// bool R_CullBox( const Vector& mins, const Vector& maxs, const Frustum_t &frustum );
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// bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs, const Frustum_t &frustum );
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void GenerateOrthoFrustum( const Vector &origin, const Vector &forward, const Vector &right, const Vector &up, float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar, VPlane *pPlanesOut );
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class CTransform;
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class matrix3x4a_t;
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struct matrix3x4_t
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{
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matrix3x4_t() {}
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matrix3x4_t(
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float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23 )
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{
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m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03;
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m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13;
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m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23;
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}
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/// Creates a matrix where the X axis = forward the Y axis = left, and the Z axis = up
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void InitXYZ( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
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{
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m_flMatVal[ 0 ][ 0 ] = xAxis.x; m_flMatVal[ 0 ][ 1 ] = yAxis.x; m_flMatVal[ 0 ][ 2 ] = zAxis.x; m_flMatVal[ 0 ][ 3 ] = vecOrigin.x;
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m_flMatVal[ 1 ][ 0 ] = xAxis.y; m_flMatVal[ 1 ][ 1 ] = yAxis.y; m_flMatVal[ 1 ][ 2 ] = zAxis.y; m_flMatVal[ 1 ][ 3 ] = vecOrigin.y;
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m_flMatVal[ 2 ][ 0 ] = xAxis.z; m_flMatVal[ 2 ][ 1 ] = yAxis.z; m_flMatVal[ 2 ][ 2 ] = zAxis.z; m_flMatVal[ 2 ][ 3 ] = vecOrigin.z;
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}
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//-----------------------------------------------------------------------------
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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//-----------------------------------------------------------------------------
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void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
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{
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m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
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m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
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m_flMatVal[2][0] = xAxis.z; m_flMatVal[2][1] = yAxis.z; m_flMatVal[2][2] = zAxis.z; m_flMatVal[2][3] = vecOrigin.z;
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}
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//-----------------------------------------------------------------------------
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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//-----------------------------------------------------------------------------
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matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
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{
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Init( xAxis, yAxis, zAxis, vecOrigin );
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}
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inline void InitFromQAngles( const QAngle &angles, const Vector &vPosition );
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inline void InitFromQAngles( const QAngle &angles );
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inline void InitFromRadianEuler( const RadianEuler &angles, const Vector &vPosition );
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inline void InitFromRadianEuler( const RadianEuler &angles );
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inline void InitFromCTransform( const CTransform &transform );
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inline void InitFromQuaternion( const Quaternion &orientation, const Vector &vPosition );
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inline void InitFromQuaternion( const Quaternion &orientation );
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inline void InitFromDiagonal( const Vector &vDiagonal );
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inline Quaternion ToQuaternion() const;
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inline QAngle ToQAngle() const;
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inline CTransform ToCTransform() const;
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inline void SetToIdentity();
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/// multiply the scale/rot part of the matrix by a constant. This doesn't init the matrix ,
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/// just scale in place. So if you want to construct a scaling matrix, init to identity and
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/// then call this.
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FORCEINLINE void ScaleUpper3x3Matrix( float flScale );
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/// modify the origin
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inline void SetOrigin( Vector const & p )
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{
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m_flMatVal[0][3] = p.x;
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m_flMatVal[1][3] = p.y;
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m_flMatVal[2][3] = p.z;
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}
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/// return the origin
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inline Vector GetOrigin( void ) const
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{
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Vector vecRet( m_flMatVal[ 0 ][ 3 ], m_flMatVal[ 1 ][ 3 ], m_flMatVal[ 2 ][ 3 ] );
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return vecRet;
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}
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inline void Invalidate( void )
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{
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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m_flMatVal[i][j] = VEC_T_NAN;
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}
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}
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}
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/// check all components for invalid floating point values
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inline bool IsValid( void ) const
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{
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for (int i = 0; i < 3; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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if ( !IsFinite( m_flMatVal[i][j] ) )
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return false;
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}
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}
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return true;
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}
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bool operator==( const matrix3x4_t &other ) const
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{
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return memcmp( this, &other, sizeof(matrix3x4_t) ) == 0;
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}
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bool operator!=( const matrix3x4_t &other ) const
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{
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return memcmp( this, &other, sizeof(matrix3x4_t) ) != 0;
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}
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inline bool IsEqualTo( const matrix3x4_t &other, float flTolerance = 1e-5f ) const;
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inline void GetBasisVectorsFLU( Vector *pForward, Vector *pLeft, Vector *pUp ) const;
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inline Vector TransformVector( const Vector &v0 ) const;
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inline Vector RotateVector( const Vector &v0 ) const;
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inline Vector TransformVectorByInverse( const Vector &v0 ) const;
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inline Vector RotateVectorByInverse( const Vector &v0 ) const;
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inline Vector RotateExtents( const Vector &vBoxExtents ) const; // these are extents and must remain positive/symmetric after rotation
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inline void TransformAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const;
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inline void TransformAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const;
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inline void RotateAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const;
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inline void RotateAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const;
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inline void TransformPlane( const cplane_t &inPlane, cplane_t &outPlane ) const;
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inline void TransformPlaneByInverse( const cplane_t &inPlane, cplane_t &outPlane ) const;
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inline float GetOrthogonalityError() const;
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inline float GetDeterminant( )const;
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inline float GetSylvestersCriterion()const; // for symmetrical matrices only: should be >0 iff it's a positive definite matrix
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inline Vector GetColumn( MatrixAxisType_t nColumn ) const;
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inline void SetColumn( const Vector &vColumn, MatrixAxisType_t nColumn );
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inline Vector GetForward() const { return GetColumn( FORWARD_AXIS ); }
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inline Vector GetLeft() const { return GetColumn( LEFT_AXIS ); }
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inline Vector GetUp() const { return GetColumn( UP_AXIS ); }
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inline Vector GetRow( int nRow ) const { return *(Vector *)(m_flMatVal[nRow]); }
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inline void SetRow( int nRow, const Vector &vRow ) { m_flMatVal[nRow][0] = vRow.x; m_flMatVal[nRow][1] = vRow.y; m_flMatVal[nRow][2] = vRow.z; }
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inline void InverseTR( matrix3x4_t &out ) const;
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inline matrix3x4_t InverseTR() const;
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float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
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const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
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float *Base() { return &m_flMatVal[0][0]; }
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const float *Base() const { return &m_flMatVal[0][0]; }
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float m_flMatVal[3][4];
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};
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class ALIGN16 matrix3x4a_t : public matrix3x4_t
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{
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public:
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/*
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matrix3x4a_t() { if (((size_t)Base()) % 16 != 0) { Error( "matrix3x4a_t missaligned" ); } }
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*/
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matrix3x4a_t( const matrix3x4_t& src ) { *this = src; };
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matrix3x4a_t& operator=( const matrix3x4_t& src ) { memcpy( Base(), src.Base(), sizeof( float ) * 3 * 4 ); return *this; };
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matrix3x4a_t(
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float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23 )
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{
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AssertDbg( ( ( size_t )Base() & 0xf ) == 0 );
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m_flMatVal[ 0 ][ 0 ] = m00; m_flMatVal[ 0 ][ 1 ] = m01; m_flMatVal[ 0 ][ 2 ] = m02; m_flMatVal[ 0 ][ 3 ] = m03;
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m_flMatVal[ 1 ][ 0 ] = m10; m_flMatVal[ 1 ][ 1 ] = m11; m_flMatVal[ 1 ][ 2 ] = m12; m_flMatVal[ 1 ][ 3 ] = m13;
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m_flMatVal[ 2 ][ 0 ] = m20; m_flMatVal[ 2 ][ 1 ] = m21; m_flMatVal[ 2 ][ 2 ] = m22; m_flMatVal[ 2 ][ 3 ] = m23;
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}
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matrix3x4a_t(){}
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static FORCEINLINE bool TypeIsAlignedForSIMD( void ) { return true; }
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// raw data simd accessor
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FORCEINLINE fltx4 &SIMDRow( uint nIdx ) { AssertDbg( nIdx < 3 ); return *( ( fltx4 * )( &( m_flMatVal[ nIdx ] ) ) ); }
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FORCEINLINE const fltx4 &SIMDRow( uint nIdx ) const { AssertDbg( nIdx < 3 ); return *( ( const fltx4 * )( &( m_flMatVal[ nIdx ] ) ) ); }
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} ALIGN16_POST;
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FORCEINLINE void matrix3x4_t::ScaleUpper3x3Matrix( float flScale )
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{
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for ( int i = 0; i < 3; i++ )
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{
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for ( int j = 0; j < 3; j++ )
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{
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m_flMatVal[ i ][ j ] *= flScale;
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}
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}
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}
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#ifndef M_PI
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#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
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#endif
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#ifndef M_PI_F
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#define M_PI_F ((float)(M_PI))
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#endif
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// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system.
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#ifndef RAD2DEG
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#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
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#endif
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#ifndef DEG2RAD
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#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
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#endif
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// Used to represent sides of things like planes.
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#define SIDE_FRONT 0
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#define SIDE_BACK 1
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#define SIDE_ON 2
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#define SIDE_CROSS -2 // necessary for polylib.c
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// Use different side values (1, 2, 4) instead of (0, 1, 2) so we can '|' and '&' them, and quickly determine overall clipping
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// without having to maintain counters and read / write memory.
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enum Sides
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{
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OR_SIDE_FRONT = 1,
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OR_SIDE_BACK = 2,
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OR_SIDE_ON = 4,
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};
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#define ON_VIS_EPSILON 0.01 // necessary for vvis (flow.c) -- again look into moving later!
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#define EQUAL_EPSILON 0.001 // necessary for vbsp (faces.c) -- should look into moving it there?
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extern bool s_bMathlibInitialized;
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extern const matrix3x4a_t g_MatrixIdentity;
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extern const Vector vec3_origin;
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extern const QAngle vec3_angle;
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extern const Quaternion quat_identity;
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extern const Vector vec3_invalid;
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extern const int nanmask;
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#define IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)
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FORCEINLINE vec_t DotProduct(const vec_t *v1, const vec_t *v2)
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{
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return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
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}
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FORCEINLINE void VectorSubtract(const vec_t *a, const vec_t *b, vec_t *c)
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{
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c[0]=a[0]-b[0];
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c[1]=a[1]-b[1];
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c[2]=a[2]-b[2];
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}
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FORCEINLINE void VectorAdd(const vec_t *a, const vec_t *b, vec_t *c)
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{
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c[0]=a[0]+b[0];
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c[1]=a[1]+b[1];
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c[2]=a[2]+b[2];
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}
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FORCEINLINE void VectorCopy(const vec_t *a, vec_t *b)
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{
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b[0]=a[0];
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b[1]=a[1];
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b[2]=a[2];
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}
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FORCEINLINE void VectorClear(vec_t *a)
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{
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a[0]=a[1]=a[2]=0;
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}
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FORCEINLINE float VectorMaximum(const vec_t *v)
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{
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return MAX( v[0], MAX( v[1], v[2] ) );
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}
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FORCEINLINE float VectorMaximum(const Vector& v)
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{
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return MAX( v.x, MAX( v.y, v.z ) );
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}
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FORCEINLINE void VectorScale (const float* in, vec_t scale, float* out)
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{
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out[0] = in[0]*scale;
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out[1] = in[1]*scale;
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out[2] = in[2]*scale;
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}
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// Cannot be forceinline as they have overloads:
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inline void VectorFill(vec_t *a, float b)
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{
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a[0]=a[1]=a[2]=b;
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}
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inline void VectorNegate(vec_t *a)
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{
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a[0]=-a[0];
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a[1]=-a[1];
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a[2]=-a[2];
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}
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//#define VectorMaximum(a) ( max( (a)[0], max( (a)[1], (a)[2] ) ) )
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#define Vector2Clear(x) {(x)[0]=(x)[1]=0;}
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#define Vector2Negate(x) {(x)[0]=-((x)[0]);(x)[1]=-((x)[1]);}
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#define Vector2Copy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];}
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#define Vector2Subtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];}
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#define Vector2Add(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];}
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#define Vector2Scale(a,b,c) {(c)[0]=(b)*(a)[0];(c)[1]=(b)*(a)[1];}
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// NJS: Some functions in VBSP still need to use these for dealing with mixing vec4's and shorts with vec_t's.
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|
// remove when no longer needed.
|
|
#define VECTOR_COPY( A, B ) do { (B)[0] = (A)[0]; (B)[1] = (A)[1]; (B)[2]=(A)[2]; } while(0)
|
|
#define DOT_PRODUCT( A, B ) ( (A)[0]*(B)[0] + (A)[1]*(B)[1] + (A)[2]*(B)[2] )
|
|
|
|
FORCEINLINE void VectorMAInline( const float* start, float scale, const float* direction, float* dest )
|
|
{
|
|
dest[0]=start[0]+direction[0]*scale;
|
|
dest[1]=start[1]+direction[1]*scale;
|
|
dest[2]=start[2]+direction[2]*scale;
|
|
}
|
|
|
|
FORCEINLINE void VectorMAInline( const Vector& start, float scale, const Vector& direction, Vector& dest )
|
|
{
|
|
dest.x=start.x+direction.x*scale;
|
|
dest.y=start.y+direction.y*scale;
|
|
dest.z=start.z+direction.z*scale;
|
|
}
|
|
|
|
FORCEINLINE void VectorMA( const Vector& start, float scale, const Vector& direction, Vector& dest )
|
|
{
|
|
VectorMAInline(start, scale, direction, dest);
|
|
}
|
|
|
|
FORCEINLINE void VectorMA( const float * start, float scale, const float *direction, float *dest )
|
|
{
|
|
VectorMAInline(start, scale, direction, dest);
|
|
}
|
|
|
|
|
|
int VectorCompare (const float *v1, const float *v2);
|
|
|
|
inline float VectorLength(const float *v)
|
|
{
|
|
return FastSqrt( v[0]*v[0] + v[1]*v[1] + v[2]*v[2] + FLT_EPSILON );
|
|
}
|
|
|
|
void CrossProduct (const float *v1, const float *v2, float *cross);
|
|
|
|
inline float CrossProductX( const Vector & v1, const Vector& v2 )
|
|
{
|
|
return v1.y * v2.z - v1.z * v2.y;
|
|
}
|
|
|
|
inline float CrossProductY( const Vector & v1, const Vector& v2 )
|
|
{
|
|
return v1.z * v2.x - v1.x * v2.z;
|
|
}
|
|
|
|
inline float CrossProductZ( const Vector & v1, const Vector& v2 )
|
|
{
|
|
return v1.x * v2.y - v1.y * v2.x;
|
|
}
|
|
|
|
qboolean VectorsEqual( const float *v1, const float *v2 );
|
|
|
|
inline vec_t RoundInt (vec_t in)
|
|
{
|
|
return floor(in + 0.5f);
|
|
}
|
|
|
|
size_t Q_log2( unsigned int val );
|
|
|
|
// Math routines done in optimized assembly math package routines
|
|
void inline SinCos( float radians, float * RESTRICT sine, float * RESTRICT cosine )
|
|
{
|
|
#if defined( _X360 )
|
|
XMScalarSinCos( sine, cosine, radians );
|
|
#elif defined( _PS3 )
|
|
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
|
|
vector_float_union s;
|
|
vector_float_union c;
|
|
|
|
vec_float4 rad = vec_splats( radians );
|
|
vec_float4 sin;
|
|
vec_float4 cos;
|
|
|
|
sincosf4( rad, &sin, &cos );
|
|
|
|
vec_st( sin, 0, s.f );
|
|
vec_st( cos, 0, c.f );
|
|
|
|
*sine = s.f[0];
|
|
*cosine = c.f[0];
|
|
#else //__GNUC__ == 4 && __GNUC_MINOR__ == 1 && __GNUC_PATCHLEVEL__ == 1
|
|
vector_float_union r;
|
|
vector_float_union s;
|
|
vector_float_union c;
|
|
|
|
vec_float4 rad;
|
|
vec_float4 sin;
|
|
vec_float4 cos;
|
|
|
|
r.f[0] = radians;
|
|
rad = vec_ld( 0, r.f );
|
|
|
|
sincosf4( rad, &sin, &cos );
|
|
|
|
vec_st( sin, 0, s.f );
|
|
vec_st( cos, 0, c.f );
|
|
|
|
*sine = s.f[0];
|
|
*cosine = c.f[0];
|
|
#endif //__GNUC__ == 4 && __GNUC_MINOR__ == 1 && __GNUC_PATCHLEVEL__ == 1
|
|
#elif defined( COMPILER_MSVC32 )
|
|
_asm
|
|
{
|
|
fld DWORD PTR [radians]
|
|
fsincos
|
|
|
|
mov edx, DWORD PTR [cosine]
|
|
mov eax, DWORD PTR [sine]
|
|
|
|
fstp DWORD PTR [edx]
|
|
fstp DWORD PTR [eax]
|
|
}
|
|
#elif defined( GNUC )
|
|
register double __cosr, __sinr;
|
|
__asm __volatile__ ("fsincos" : "=t" (__cosr), "=u" (__sinr) : "0" (radians));
|
|
|
|
*sine = __sinr;
|
|
*cosine = __cosr;
|
|
#else
|
|
*sine = sinf(radians);
|
|
*cosine = cosf(radians);
|
|
#endif
|
|
}
|
|
|
|
#define SIN_TABLE_SIZE 256
|
|
#define FTOIBIAS 12582912.f
|
|
extern float SinCosTable[SIN_TABLE_SIZE];
|
|
|
|
inline float TableCos( float theta )
|
|
{
|
|
#if defined( LINUX )
|
|
return cos(theta); // under the GCC compiler the float-represented-as-an-int causes an internal compiler error
|
|
#else
|
|
|
|
union
|
|
{
|
|
int i;
|
|
float f;
|
|
} ftmp;
|
|
|
|
// ideally, the following should compile down to: theta * constant + constant, changing any of these constants from defines sometimes fubars this.
|
|
ftmp.f = theta * ( float )( SIN_TABLE_SIZE / ( 2.0f * M_PI ) ) + ( FTOIBIAS + ( SIN_TABLE_SIZE / 4 ) );
|
|
return SinCosTable[ ftmp.i & ( SIN_TABLE_SIZE - 1 ) ];
|
|
#endif
|
|
}
|
|
|
|
inline float TableSin( float theta )
|
|
{
|
|
#if defined( LINUX )
|
|
return sin(theta); // under the GCC compiler the float-represented-as-an-int causes an internal compiler error
|
|
#else
|
|
union
|
|
{
|
|
int i;
|
|
float f;
|
|
} ftmp;
|
|
|
|
// ideally, the following should compile down to: theta * constant + constant
|
|
ftmp.f = theta * ( float )( SIN_TABLE_SIZE / ( 2.0f * M_PI ) ) + FTOIBIAS;
|
|
return SinCosTable[ ftmp.i & ( SIN_TABLE_SIZE - 1 ) ];
|
|
#endif
|
|
}
|
|
|
|
template<class T>
|
|
FORCEINLINE T Square( T const &a )
|
|
{
|
|
return a * a;
|
|
}
|
|
|
|
FORCEINLINE bool IsPowerOfTwo( uint x )
|
|
{
|
|
return ( x & ( x - 1 ) ) == 0;
|
|
}
|
|
|
|
// return the smallest power of two >= x.
|
|
// returns 0 if x == 0 or x > 0x80000000 (ie numbers that would be negative if x was signed)
|
|
// NOTE: the old code took an int, and if you pass in an int of 0x80000000 casted to a uint,
|
|
// you'll get 0x80000000, which is correct for uints, instead of 0, which was correct for ints
|
|
FORCEINLINE uint SmallestPowerOfTwoGreaterOrEqual( uint x )
|
|
{
|
|
x -= 1;
|
|
x |= x >> 1;
|
|
x |= x >> 2;
|
|
x |= x >> 4;
|
|
x |= x >> 8;
|
|
x |= x >> 16;
|
|
return x + 1;
|
|
}
|
|
|
|
// return the largest power of two <= x. Will return 0 if passed 0
|
|
FORCEINLINE uint LargestPowerOfTwoLessThanOrEqual( uint x )
|
|
{
|
|
if ( x >= 0x80000000 )
|
|
return 0x80000000;
|
|
|
|
return SmallestPowerOfTwoGreaterOrEqual( x + 1 ) >> 1;
|
|
}
|
|
|
|
|
|
// Math routines for optimizing division
|
|
void FloorDivMod (double numer, double denom, int *quotient, int *rem);
|
|
int GreatestCommonDivisor (int i1, int i2);
|
|
|
|
// Test for FPU denormal mode
|
|
bool IsDenormal( const float &val );
|
|
|
|
// MOVEMENT INFO
|
|
enum
|
|
{
|
|
PITCH = 0, // up / down
|
|
YAW, // left / right
|
|
ROLL // fall over
|
|
};
|
|
|
|
void MatrixVectorsFLU( const matrix3x4_t &matrix, Vector* pForward, Vector *pLeft, Vector *pUp );
|
|
void MatrixAngles( const matrix3x4_t & matrix, float *angles ); // !!!!
|
|
void MatrixVectors( const matrix3x4_t &matrix, Vector* pForward, Vector *pRight, Vector *pUp );
|
|
void VectorTransform (const float *in1, const matrix3x4_t & in2, float *out);
|
|
void VectorITransform (const float *in1, const matrix3x4_t & in2, float *out);
|
|
void VectorRotate( const float *in1, const matrix3x4_t & in2, float *out);
|
|
void VectorRotate( const Vector &in1, const QAngle &in2, Vector &out );
|
|
void VectorRotate( const Vector &in1, const Quaternion &in2, Vector &out );
|
|
void VectorIRotate( const float *in1, const matrix3x4_t & in2, float *out);
|
|
|
|
inline const Vector VectorRotate( const Vector &vIn1, const Quaternion &qIn2 )
|
|
{
|
|
Vector out;
|
|
VectorRotate( vIn1, qIn2, out );
|
|
return out;
|
|
}
|
|
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
QAngle TransformAnglesToLocalSpace( const QAngle &angles, const matrix3x4_t &parentMatrix );
|
|
QAngle TransformAnglesToWorldSpace( const QAngle &angles, const matrix3x4_t &parentMatrix );
|
|
|
|
#endif
|
|
|
|
void MatrixInitialize( matrix3x4_t &mat, const Vector &vecOrigin, const Vector &vecXAxis, const Vector &vecYAxis, const Vector &vecZAxis );
|
|
void MatrixCopy( const matrix3x4_t &in, matrix3x4_t &out );
|
|
void MatrixInvert( const matrix3x4_t &in, matrix3x4_t &out );
|
|
|
|
// Matrix equality test
|
|
bool MatricesAreEqual( const matrix3x4_t &src1, const matrix3x4_t &src2, float flTolerance = 1e-5 );
|
|
|
|
void MatrixGetColumn( const matrix3x4_t &in, int column, Vector &out );
|
|
void MatrixSetColumn( const Vector &in, int column, matrix3x4_t &out );
|
|
|
|
//void DecomposeRotation( const matrix3x4_t &mat, float *out );
|
|
void ConcatRotations (const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out);
|
|
void ConcatTransforms (const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out);
|
|
// faster version assumes m0, m1, out are 16-byte aligned addresses
|
|
void ConcatTransforms_Aligned( const matrix3x4a_t &m0, const matrix3x4a_t &m1, matrix3x4a_t &out );
|
|
|
|
// For identical interface w/ VMatrix
|
|
inline void MatrixMultiply ( const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out )
|
|
{
|
|
ConcatTransforms( in1, in2, out );
|
|
}
|
|
|
|
void QuaternionExp( const Quaternion &p, Quaternion &q );
|
|
void QuaternionLn( const Quaternion &p, Quaternion &q );
|
|
void QuaternionAverageExponential( Quaternion &q, int nCount, const Quaternion *pQuaternions, const float *pflWeights = NULL );
|
|
void QuaternionLookAt( const Vector &vecForward, const Vector &referenceUp, Quaternion &q );
|
|
void QuaternionSlerp( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
|
|
void QuaternionSlerpNoAlign( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
|
|
void QuaternionBlend( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
|
|
void QuaternionBlendNoAlign( const Quaternion &p, const Quaternion &q, float t, Quaternion &qt );
|
|
void QuaternionIdentityBlend( const Quaternion &p, float t, Quaternion &qt );
|
|
float QuaternionAngleDiff( const Quaternion &p, const Quaternion &q );
|
|
void QuaternionScale( const Quaternion &p, float t, Quaternion &q );
|
|
void QuaternionAlign( const Quaternion &p, const Quaternion &q, Quaternion &qt );
|
|
float QuaternionDotProduct( const Quaternion &p, const Quaternion &q );
|
|
void QuaternionConjugate( const Quaternion &p, Quaternion &q );
|
|
void QuaternionInvert( const Quaternion &p, Quaternion &q );
|
|
float QuaternionNormalize( Quaternion &q );
|
|
void QuaternionMultiply( const Quaternion &q, const Vector &v, Vector &result );
|
|
void QuaternionAdd( const Quaternion &p, const Quaternion &q, Quaternion &qt );
|
|
void QuaternionMult( const Quaternion &p, const Quaternion &q, Quaternion &qt );
|
|
void QuaternionMatrix( const Quaternion &q, matrix3x4_t &matrix );
|
|
void QuaternionMatrix( const Quaternion &q, const Vector &pos, matrix3x4_t &matrix );
|
|
void QuaternionMatrix( const Quaternion &q, const Vector &pos, const Vector &vScale, matrix3x4_t& mat );
|
|
void QuaternionAngles( const Quaternion &q, QAngle &angles );
|
|
void AngleQuaternion( const QAngle& angles, Quaternion &qt );
|
|
void QuaternionAngles( const Quaternion &q, RadianEuler &angles );
|
|
void QuaternionVectorsFLU( Quaternion const &q, Vector *pForward, Vector *pLeft, Vector *pUp );
|
|
void QuaternionVectorsForward( const Quaternion& q, Vector *pForward );
|
|
void AngleQuaternion( RadianEuler const &angles, Quaternion &qt );
|
|
void QuaternionAxisAngle( const Quaternion &q, Vector &axis, float &angle );
|
|
void AxisAngleQuaternion( const Vector &axis, float angle, Quaternion &q );
|
|
void BasisToQuaternion( const Vector &vecForward, const Vector &vecRight, const Vector &vecUp, Quaternion &q );
|
|
void MatrixQuaternion( const matrix3x4_t &mat, Quaternion &q );
|
|
|
|
|
|
void MatrixQuaternionFast( const matrix3x4_t &mat, Quaternion &q );
|
|
void MatrixPosition( const matrix3x4_t &matrix, Vector &position );
|
|
Vector MatrixNormalize( const matrix3x4_t &in, matrix3x4_t &out );
|
|
|
|
inline void MatrixQuaternion( const matrix3x4_t &mat, Quaternion &q, Vector &o )
|
|
{
|
|
MatrixQuaternion( mat, q );
|
|
MatrixPosition( mat, o );
|
|
}
|
|
|
|
|
|
|
|
float MatrixQuaternionTest( uint );
|
|
float MatrixQuaternionTest2( uint );
|
|
|
|
/// qt = p + s * q
|
|
void QuaternionAccumulate( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
|
|
|
|
/// qt = ( s * p ) * q
|
|
void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt );
|
|
|
|
/// qt = p * ( s * q )
|
|
void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt );
|
|
|
|
/*
|
|
//-----------------------------------------------------------------------------
|
|
// Quaternion equality with tolerance
|
|
//-----------------------------------------------------------------------------
|
|
inline bool QuaternionsAreEqualInternal( const Quaternion& src1, const Quaternion& src2, float flTolerance )
|
|
{
|
|
if ( !FloatsAreEqual( src1.x, src2.x, flTolerance ) )
|
|
return false;
|
|
|
|
if ( !FloatsAreEqual( src1.y, src2.y, flTolerance ) )
|
|
return false;
|
|
|
|
if ( !FloatsAreEqual( src1.z, src2.z, flTolerance ) )
|
|
return false;
|
|
|
|
return FloatsAreEqual( src1.w, src2.w, flTolerance );
|
|
}
|
|
|
|
inline bool QuaternionsAreEqual( const Quaternion& src1, const Quaternion& src2, float flTolerance )
|
|
{
|
|
if ( QuaternionsAreEqualInternal( src1, src2, flTolerance ) )
|
|
return true;
|
|
|
|
// negated quaternions are also 'equal'
|
|
Quaternion src2neg( -src2.x, -src2.y, -src2.z, -src2.w );
|
|
return QuaternionsAreEqualInternal( src1, src2neg, flTolerance );
|
|
}
|
|
*/
|
|
inline const Quaternion GetNormalized( const Quaternion & q )
|
|
{
|
|
float flInv = 1.0f / sqrtf( q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w );
|
|
return Quaternion( q.x * flInv, q.y * flInv, q.z * flInv, q.w * flInv );
|
|
}
|
|
|
|
inline const Quaternion AngleQuaternion( const QAngle& angles )
|
|
{
|
|
Quaternion qt;
|
|
AngleQuaternion( angles, qt );
|
|
return qt;
|
|
}
|
|
|
|
|
|
inline const Quaternion AngleQuaternion( RadianEuler const &angles )
|
|
{
|
|
Quaternion qt;
|
|
AngleQuaternion( angles, qt );
|
|
return qt;
|
|
}
|
|
|
|
|
|
|
|
inline Quaternion QuaternionFromPitchYawRoll( float flPitch, float flYaw, float flRoll )
|
|
{
|
|
QAngle ang( flPitch, flYaw, flRoll );
|
|
|
|
Quaternion q;
|
|
AngleQuaternion( ang, q );
|
|
return q;
|
|
}
|
|
|
|
inline Quaternion QuaternionAddPitch( const Quaternion &q, float flPitch )
|
|
{
|
|
// FIXME: I know this can be made *tons* faster, but I just want to get something working quickly
|
|
// that matches being able to add to the pitch of a QAngles so I can expose Quats to script/game code
|
|
QAngle ang;
|
|
QuaternionAngles( q, ang );
|
|
ang[ PITCH ] += flPitch;
|
|
|
|
Quaternion res;
|
|
AngleQuaternion( ang, res );
|
|
return res;
|
|
}
|
|
|
|
inline Quaternion QuaternionAddYaw( const Quaternion &q, float flYaw )
|
|
{
|
|
// FIXME: I know this can be made *tons* faster, but I just want to get something working quickly
|
|
// that matches being able to add to the yaw of a QAngles so I can expose Quats to script/game code
|
|
QAngle ang;
|
|
QuaternionAngles( q, ang );
|
|
ang[ YAW ] += flYaw;
|
|
|
|
Quaternion res;
|
|
AngleQuaternion( ang, res );
|
|
return res;
|
|
}
|
|
|
|
inline Quaternion QuaternionAddRoll( const Quaternion &q, float flRoll )
|
|
{
|
|
// FIXME: I know this can be made *tons* faster, but I just want to get something working quickly
|
|
// that matches being able to add to the roll of a QAngles so I can expose Quats to script/game code
|
|
QAngle ang;
|
|
QuaternionAngles( q, ang );
|
|
ang[ ROLL ] += flRoll;
|
|
|
|
Quaternion res;
|
|
AngleQuaternion( ang, res );
|
|
return res;
|
|
}
|
|
|
|
inline const Quaternion MatrixQuaternion( const matrix3x4_t &mat )
|
|
{
|
|
Quaternion tmp;
|
|
MatrixQuaternion( mat, tmp );
|
|
return tmp;
|
|
}
|
|
|
|
inline const Quaternion MatrixQuaternionFast( const matrix3x4_t &mat )
|
|
{
|
|
Quaternion tmp;
|
|
MatrixQuaternionFast( mat, tmp );
|
|
return tmp;
|
|
}
|
|
|
|
inline const matrix3x4_t QuaternionMatrix( const Quaternion &q )
|
|
{
|
|
matrix3x4_t mat;
|
|
QuaternionMatrix( q, mat );
|
|
return mat;
|
|
}
|
|
|
|
inline const matrix3x4_t QuaternionMatrix( const Quaternion &q, const Vector &pos )
|
|
{
|
|
matrix3x4_t mat;
|
|
QuaternionMatrix( q, pos, mat );
|
|
return mat;
|
|
}
|
|
|
|
//! Shortest-arc quaternion that rotates vector v1 into vector v2
|
|
const Quaternion RotateBetween( const Vector& v1, const Vector& v2 );
|
|
|
|
inline const Quaternion QuaternionConjugate( const Quaternion &p )
|
|
{
|
|
Quaternion q;
|
|
QuaternionConjugate( p, q );
|
|
return q;
|
|
}
|
|
|
|
inline const Quaternion QuaternionInvert( const Quaternion &p )
|
|
{
|
|
Quaternion q;
|
|
QuaternionInvert( p, q );
|
|
return q;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Actual quaternion multiplication; NOTE: QuaternionMult aligns quaternions first, so that q *
|
|
/// conjugate(q) may be -1 instead of 1!
|
|
inline const Quaternion operator * ( const Quaternion &p, const Quaternion &q )
|
|
{
|
|
Quaternion qt;
|
|
qt.x = p.x * q.w + p.y * q.z - p.z * q.y + p.w * q.x;
|
|
qt.y = -p.x * q.z + p.y * q.w + p.z * q.x + p.w * q.y;
|
|
qt.z = p.x * q.y - p.y * q.x + p.z * q.w + p.w * q.z;
|
|
qt.w = -p.x * q.x - p.y * q.y - p.z * q.z + p.w * q.w;
|
|
return qt;
|
|
}
|
|
|
|
inline Quaternion& operator *= ( Quaternion &p, const Quaternion &q )
|
|
{
|
|
QuaternionMult( p, q, p );
|
|
return p;
|
|
}
|
|
|
|
inline const matrix3x4_t ConcatTransforms( const matrix3x4_t &in1, const matrix3x4_t &in2 )
|
|
{
|
|
matrix3x4_t out;
|
|
ConcatTransforms( in1, in2, out );
|
|
return out;
|
|
}
|
|
|
|
inline const matrix3x4_t operator *( const matrix3x4_t &in1, const matrix3x4_t &in2 )
|
|
{
|
|
matrix3x4_t out;
|
|
ConcatTransforms( in1, in2, out );
|
|
return out;
|
|
}
|
|
|
|
|
|
inline const matrix3x4_t MatrixInvert( const matrix3x4_t &in )
|
|
{
|
|
matrix3x4_t out;
|
|
::MatrixInvert( in, out );
|
|
return out;
|
|
}
|
|
|
|
inline const Vector MatrixGetColumn( const matrix3x4_t &in, MatrixAxisType_t nColumn )
|
|
{
|
|
return in.GetColumn( nColumn );
|
|
}
|
|
|
|
// A couple methods to find the dot product of a vector with a matrix row or column...
|
|
inline float MatrixRowDotProduct( const matrix3x4_t &in1, int row, const Vector& in2 )
|
|
{
|
|
Assert( (row >= 0) && (row < 3) );
|
|
return DotProduct( in1[row], in2.Base() );
|
|
}
|
|
|
|
inline float MatrixColumnDotProduct( const matrix3x4_t &in1, int col, const Vector& in2 )
|
|
{
|
|
Assert( (col >= 0) && (col < 4) );
|
|
return in1[0][col] * in2[0] + in1[1][col] * in2[1] + in1[2][col] * in2[2];
|
|
}
|
|
|
|
int __cdecl BoxOnPlaneSide (const float *emins, const float *emaxs, const cplane_t *plane);
|
|
|
|
inline float anglemod(float a)
|
|
{
|
|
a = (360.f/65536) * ((int)(a*(65536.f/360.0f)) & 65535);
|
|
return a;
|
|
}
|
|
|
|
//// CLAMP
|
|
#if defined(__cplusplus) && defined(PLATFORM_PPC)
|
|
|
|
#ifdef _X360
|
|
#define __fsels __fsel
|
|
#endif
|
|
|
|
template< >
|
|
inline double clamp( double const &val, double const &minVal, double const &maxVal )
|
|
{
|
|
float diffmin = val - minVal;
|
|
float diffmax = maxVal - val;
|
|
float r;
|
|
r = __fsel(diffmin, val, minVal);
|
|
r = __fsel(diffmax, r, maxVal);
|
|
return r;
|
|
}
|
|
|
|
template< >
|
|
inline double clamp( double const &val, float const &minVal, float const &maxVal )
|
|
{
|
|
// these typecasts are actually free since all FPU regs are 64 bit on PPC anyway
|
|
return clamp ( val, (double) minVal, (double) maxVal );
|
|
}
|
|
template< >
|
|
inline double clamp( double const &val, float const &minVal, double const &maxVal )
|
|
{
|
|
return clamp ( val, (double) minVal, (double) maxVal );
|
|
}
|
|
template< >
|
|
inline double clamp( double const &val, double const &minVal, float const &maxVal )
|
|
{
|
|
return clamp ( val, (double) minVal, (double) maxVal );
|
|
}
|
|
|
|
template< >
|
|
inline float clamp( float const &val, float const &minVal, float const &maxVal )
|
|
{
|
|
float diffmin = val - minVal;
|
|
float diffmax = maxVal - val;
|
|
float r;
|
|
r = __fsels(diffmin, val, minVal);
|
|
r = __fsels(diffmax, r, maxVal);
|
|
return r;
|
|
}
|
|
|
|
template< >
|
|
inline float clamp( float const &val, double const &minVal, double const &maxVal )
|
|
{
|
|
float diffmin = val - minVal;
|
|
float diffmax = maxVal - val;
|
|
float r;
|
|
r = __fsels(diffmin, val, minVal);
|
|
r = __fsels(diffmax, r, maxVal);
|
|
return r;
|
|
}
|
|
template< >
|
|
inline float clamp( float const &val, double const &minVal, float const &maxVal )
|
|
{
|
|
return clamp ( val, (float) minVal, maxVal );
|
|
}
|
|
template< >
|
|
inline float clamp( float const &val, float const &minVal, double const &maxVal )
|
|
{
|
|
return clamp ( val, minVal, (float) maxVal );
|
|
}
|
|
|
|
#endif
|
|
|
|
// Remap a value in the range [A,B] to [C,D].
|
|
inline float RemapVal( float val, float A, float B, float C, float D)
|
|
{
|
|
if ( A == B )
|
|
return fsel( val - B , D , C );
|
|
return C + (D - C) * (val - A) / (B - A);
|
|
}
|
|
|
|
inline float RemapValClamped( float val, float A, float B, float C, float D)
|
|
{
|
|
if ( A == B )
|
|
return fsel( val - B , D , C );
|
|
float cVal = (val - A) / (B - A);
|
|
cVal = clamp<float>( cVal, 0.0f, 1.0f );
|
|
|
|
return C + (D - C) * cVal;
|
|
}
|
|
|
|
// Returns A + (B-A)*flPercent.
|
|
// float Lerp( float flPercent, float A, float B );
|
|
template <class T>
|
|
FORCEINLINE T Lerp( float flPercent, T const &A, T const &B )
|
|
{
|
|
return A + (B - A) * flPercent;
|
|
}
|
|
|
|
FORCEINLINE float Sqr( float f )
|
|
{
|
|
return f*f;
|
|
}
|
|
|
|
// 5-argument floating point linear interpolation.
|
|
// FLerp(f1,f2,i1,i2,x)=
|
|
// f1 at x=i1
|
|
// f2 at x=i2
|
|
// smooth lerp between f1 and f2 at x>i1 and x<i2
|
|
// extrapolation for x<i1 or x>i2
|
|
//
|
|
// If you know a function f(x)'s value (f1) at position i1, and its value (f2) at position i2,
|
|
// the function can be linearly interpolated with FLerp(f1,f2,i1,i2,x)
|
|
// i2=i1 will cause a divide by zero.
|
|
static inline float FLerp(float f1, float f2, float i1, float i2, float x)
|
|
{
|
|
return f1+(f2-f1)*(x-i1)/(i2-i1);
|
|
}
|
|
|
|
|
|
#ifndef VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
// YWB: Specialization for interpolating euler angles via quaternions...
|
|
template<> FORCEINLINE QAngle Lerp<QAngle>( float flPercent, const QAngle& q1, const QAngle& q2 )
|
|
{
|
|
// Avoid precision errors
|
|
if ( q1 == q2 )
|
|
return q1;
|
|
|
|
Quaternion src, dest;
|
|
|
|
// Convert to quaternions
|
|
AngleQuaternion( q1, src );
|
|
AngleQuaternion( q2, dest );
|
|
|
|
Quaternion result;
|
|
|
|
// Slerp
|
|
QuaternionSlerp( src, dest, flPercent, result );
|
|
|
|
// Convert to euler
|
|
QAngle output;
|
|
QuaternionAngles( result, output );
|
|
return output;
|
|
}
|
|
|
|
#else
|
|
|
|
#pragma error
|
|
|
|
// NOTE NOTE: I haven't tested this!! It may not work! Check out interpolatedvar.cpp in the client dll to try it
|
|
template<> FORCEINLINE QAngleByValue Lerp<QAngleByValue>( float flPercent, const QAngleByValue& q1, const QAngleByValue& q2 )
|
|
{
|
|
// Avoid precision errors
|
|
if ( q1 == q2 )
|
|
return q1;
|
|
|
|
Quaternion src, dest;
|
|
|
|
// Convert to quaternions
|
|
AngleQuaternion( q1, src );
|
|
AngleQuaternion( q2, dest );
|
|
|
|
Quaternion result;
|
|
|
|
// Slerp
|
|
QuaternionSlerp( src, dest, flPercent, result );
|
|
|
|
// Convert to euler
|
|
QAngleByValue output;
|
|
QuaternionAngles( result, output );
|
|
return output;
|
|
}
|
|
|
|
#endif // VECTOR_NO_SLOW_OPERATIONS
|
|
|
|
|
|
// Swap two of anything.
|
|
template <class T>
|
|
FORCEINLINE void V_swap( T& x, T& y )
|
|
{
|
|
T temp = x;
|
|
x = y;
|
|
y = temp;
|
|
}
|
|
|
|
template <class T> FORCEINLINE T AVG(T a, T b)
|
|
{
|
|
return (a+b)/2;
|
|
}
|
|
|
|
// number of elements in an array of static size
|
|
#define NELEMS(x) ((sizeof(x))/sizeof(x[0]))
|
|
|
|
// XYZ macro, for printf type functions - ex printf("%f %f %f",XYZ(myvector));
|
|
#define XYZ(v) (v).x,(v).y,(v).z
|
|
|
|
|
|
|
|
|
|
inline float Sign( float x )
|
|
{
|
|
return fsel( x, 1.0f, -1.0f ); // x >= 0 ? 1.0f : -1.0f
|
|
//return (x <0.0f) ? -1.0f : 1.0f;
|
|
}
|
|
|
|
//
|
|
// Clamps the input integer to the given array bounds.
|
|
// Equivalent to the following, but without using any branches:
|
|
//
|
|
// if( n < 0 ) return 0;
|
|
// else if ( n > maxindex ) return maxindex;
|
|
// else return n;
|
|
//
|
|
// This is not always a clear performance win, but when you have situations where a clamped
|
|
// value is thrashing against a boundary this is a big win. (ie, valid, invalid, valid, invalid, ...)
|
|
//
|
|
// Note: This code has been run against all possible integers.
|
|
//
|
|
inline int ClampArrayBounds( int n, unsigned maxindex )
|
|
{
|
|
// mask is 0 if less than 4096, 0xFFFFFFFF if greater than
|
|
unsigned int inrangemask = 0xFFFFFFFF + (((unsigned) n) > maxindex );
|
|
unsigned int lessthan0mask = 0xFFFFFFFF + ( n >= 0 );
|
|
|
|
// If the result was valid, set the result, (otherwise sets zero)
|
|
int result = (inrangemask & n);
|
|
|
|
// if the result was out of range or zero.
|
|
result |= ((~inrangemask) & (~lessthan0mask)) & maxindex;
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
|
|
// Turn a number "inside out".
|
|
// See Recording Animation in Binary Order for Progressive Temporal Refinement
|
|
// by Paul Heckbert from "Graphics Gems".
|
|
//
|
|
// If you want to iterate something from 0 to n, you can use this to iterate non-sequentially, in
|
|
// such a way that you will start with widely separated values and then refine the gaps between
|
|
// them, as you would for progressive refinement. This works with non-power of two ranges.
|
|
int InsideOut( int nTotal, int nCounter );
|
|
|
|
#define BOX_ON_PLANE_SIDE(emins, emaxs, p) \
|
|
(((p)->type < 3)? \
|
|
( \
|
|
((p)->dist <= (emins)[(p)->type])? \
|
|
1 \
|
|
: \
|
|
( \
|
|
((p)->dist >= (emaxs)[(p)->type])?\
|
|
2 \
|
|
: \
|
|
3 \
|
|
) \
|
|
) \
|
|
: \
|
|
BoxOnPlaneSide( (emins), (emaxs), (p)))
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FIXME: Vector versions.... the float versions will go away hopefully soon!
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void AngleVectors (const QAngle& angles, Vector *forward);
|
|
void AngleVectors (const QAngle& angles, Vector *forward, Vector *right, Vector *up);
|
|
void AngleVectorsTranspose (const QAngle& angles, Vector *forward, Vector *right, Vector *up);
|
|
void AngleVectorsFLU( const QAngle& angles, Vector *pForward, Vector *pLeft, Vector *pUp );
|
|
void AngleMatrix (const QAngle &angles, matrix3x4_t &mat );
|
|
void AngleMatrix( const QAngle &angles, const Vector &position, matrix3x4_t &mat );
|
|
void AngleMatrix (const RadianEuler &angles, matrix3x4_t &mat );
|
|
void AngleMatrix( RadianEuler const &angles, const Vector &position, matrix3x4_t &mat );
|
|
void AngleIMatrix (const QAngle &angles, matrix3x4_t &mat );
|
|
void AngleIMatrix (const QAngle &angles, const Vector &position, matrix3x4_t &mat );
|
|
void AngleIMatrix (const RadianEuler &angles, matrix3x4_t &mat );
|
|
void VectorAngles( const Vector &forward, QAngle &angles );
|
|
void VectorAngles( const Vector &forward, const Vector &pseudoup, QAngle &angles );
|
|
void VectorMatrix( const Vector &forward, matrix3x4_t &mat );
|
|
void VectorVectors( const Vector &forward, Vector &right, Vector &up );
|
|
void SetIdentityMatrix( matrix3x4_t &mat );
|
|
void SetScaleMatrix( float x, float y, float z, matrix3x4_t &dst );
|
|
void MatrixBuildRotationAboutAxis( const Vector &vAxisOfRot, float angleDegrees, matrix3x4_t &dst );
|
|
|
|
inline bool MatrixIsIdentity( const matrix3x4_t &m )
|
|
{
|
|
return
|
|
m.m_flMatVal[0][0] == 1.0f && m.m_flMatVal[0][1] == 0.0f && m.m_flMatVal[0][2] == 0.0f && m.m_flMatVal[0][3] == 0.0f &&
|
|
m.m_flMatVal[1][0] == 0.0f && m.m_flMatVal[1][1] == 1.0f && m.m_flMatVal[1][2] == 0.0f && m.m_flMatVal[1][3] == 0.0f &&
|
|
m.m_flMatVal[2][0] == 0.0f && m.m_flMatVal[2][1] == 0.0f && m.m_flMatVal[2][2] == 1.0f && m.m_flMatVal[2][3] == 0.0f;
|
|
}
|
|
|
|
|
|
inline void SetScaleMatrix( float flScale, matrix3x4_t &dst )
|
|
{
|
|
SetScaleMatrix( flScale, flScale, flScale, dst );
|
|
}
|
|
|
|
inline void SetScaleMatrix( const Vector& scale, matrix3x4_t &dst )
|
|
{
|
|
SetScaleMatrix( scale.x, scale.y, scale.z, dst );
|
|
}
|
|
|
|
// Computes the inverse transpose
|
|
void MatrixTranspose( matrix3x4_t& mat );
|
|
void MatrixTranspose( const matrix3x4_t& src, matrix3x4_t& dst );
|
|
void MatrixInverseTranspose( const matrix3x4_t& src, matrix3x4_t& dst );
|
|
|
|
inline void PositionMatrix( const Vector &position, matrix3x4_t &mat )
|
|
{
|
|
MatrixSetColumn( position, 3, mat );
|
|
}
|
|
|
|
inline void MatrixPosition( const matrix3x4_t &matrix, Vector &position )
|
|
{
|
|
position[0] = matrix[0][3];
|
|
position[1] = matrix[1][3];
|
|
position[2] = matrix[2][3];
|
|
}
|
|
|
|
inline void VectorRotate( const Vector& in1, const matrix3x4_t &in2, Vector &out)
|
|
{
|
|
VectorRotate( &in1.x, in2, &out.x );
|
|
}
|
|
|
|
inline void VectorIRotate( const Vector& in1, const matrix3x4_t &in2, Vector &out)
|
|
{
|
|
VectorIRotate( &in1.x, in2, &out.x );
|
|
}
|
|
|
|
inline void MatrixAngles( const matrix3x4_t &matrix, QAngle &angles )
|
|
{
|
|
MatrixAngles( matrix, &angles.x );
|
|
}
|
|
|
|
inline void MatrixAngles( const matrix3x4_t &matrix, QAngle &angles, Vector &position )
|
|
{
|
|
MatrixAngles( matrix, angles );
|
|
MatrixPosition( matrix, position );
|
|
}
|
|
|
|
inline void MatrixAngles( const matrix3x4_t &matrix, RadianEuler &angles )
|
|
{
|
|
MatrixAngles( matrix, &angles.x );
|
|
|
|
angles.Init( DEG2RAD( angles.z ), DEG2RAD( angles.x ), DEG2RAD( angles.y ) );
|
|
}
|
|
|
|
void MatrixAngles( const matrix3x4_t &mat, RadianEuler &angles, Vector &position );
|
|
|
|
void MatrixAngles( const matrix3x4_t &mat, Quaternion &q, Vector &position );
|
|
|
|
inline int VectorCompare (const Vector& v1, const Vector& v2)
|
|
{
|
|
return v1 == v2;
|
|
}
|
|
|
|
inline void VectorTransform (const Vector& in1, const matrix3x4_t &in2, Vector &out)
|
|
{
|
|
VectorTransform( &in1.x, in2, &out.x );
|
|
}
|
|
|
|
// MSVC folds the return value nicely and creates no temporaries on the stack,
|
|
// we need more experiments with different compilers and in different circumstances
|
|
inline const Vector VectorTransform( const Vector& in1, const matrix3x4_t &in2 )
|
|
{
|
|
Vector out;
|
|
VectorTransform( in1, in2, out );
|
|
return out;
|
|
}
|
|
|
|
inline const Vector VectorRotate( const Vector& in1, const matrix3x4_t &in2 )
|
|
{
|
|
Vector out;
|
|
VectorRotate( in1, in2, out );
|
|
return out;
|
|
}
|
|
|
|
|
|
|
|
inline void VectorITransform (const Vector& in1, const matrix3x4_t &in2, Vector &out)
|
|
{
|
|
VectorITransform( &in1.x, in2, &out.x );
|
|
}
|
|
|
|
inline const Vector VectorITransform( const Vector& in1, const matrix3x4_t &in2 )
|
|
{
|
|
Vector out;
|
|
VectorITransform( in1, in2, out );
|
|
return out;
|
|
}
|
|
|
|
/*
|
|
inline void DecomposeRotation( const matrix3x4_t &mat, Vector &out )
|
|
{
|
|
DecomposeRotation( mat, &out.x );
|
|
}
|
|
*/
|
|
|
|
inline int BoxOnPlaneSide (const Vector& emins, const Vector& emaxs, const cplane_t *plane )
|
|
{
|
|
return BoxOnPlaneSide( &emins.x, &emaxs.x, plane );
|
|
}
|
|
|
|
inline void VectorFill(Vector& a, float b)
|
|
{
|
|
a[0]=a[1]=a[2]=b;
|
|
}
|
|
|
|
inline void VectorNegate(Vector& a)
|
|
{
|
|
a[0] = -a[0];
|
|
a[1] = -a[1];
|
|
a[2] = -a[2];
|
|
}
|
|
|
|
inline vec_t VectorAvg(Vector& a)
|
|
{
|
|
return ( a[0] + a[1] + a[2] ) / 3;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Box/plane test (slow version)
|
|
//-----------------------------------------------------------------------------
|
|
inline int FASTCALL BoxOnPlaneSide2 (const Vector& emins, const Vector& emaxs, const cplane_t *p, float tolerance = 0.f )
|
|
{
|
|
Vector corners[2];
|
|
|
|
if (p->normal[0] < 0)
|
|
{
|
|
corners[0][0] = emins[0];
|
|
corners[1][0] = emaxs[0];
|
|
}
|
|
else
|
|
{
|
|
corners[1][0] = emins[0];
|
|
corners[0][0] = emaxs[0];
|
|
}
|
|
|
|
if (p->normal[1] < 0)
|
|
{
|
|
corners[0][1] = emins[1];
|
|
corners[1][1] = emaxs[1];
|
|
}
|
|
else
|
|
{
|
|
corners[1][1] = emins[1];
|
|
corners[0][1] = emaxs[1];
|
|
}
|
|
|
|
if (p->normal[2] < 0)
|
|
{
|
|
corners[0][2] = emins[2];
|
|
corners[1][2] = emaxs[2];
|
|
}
|
|
else
|
|
{
|
|
corners[1][2] = emins[2];
|
|
corners[0][2] = emaxs[2];
|
|
}
|
|
|
|
int sides = 0;
|
|
|
|
float dist1 = DotProduct (p->normal, corners[0]) - p->dist;
|
|
if (dist1 >= tolerance)
|
|
sides = 1;
|
|
|
|
float dist2 = DotProduct (p->normal, corners[1]) - p->dist;
|
|
if (dist2 < -tolerance)
|
|
sides |= 2;
|
|
|
|
return sides;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helpers for bounding box construction
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void ClearBounds (Vector& mins, Vector& maxs);
|
|
void AddPointToBounds (const Vector& v, Vector& mins, Vector& maxs);
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Ensures that the min and max bounds values are valid.
|
|
// (ClearBounds() sets min > max, which is clearly invalid.)
|
|
//-----------------------------------------------------------------------------
|
|
bool AreBoundsValid( const Vector &vMin, const Vector &vMax );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns true if the provided point is in the AABB defined by vMin
|
|
// at the lower corner and vMax at the upper corner.
|
|
//-----------------------------------------------------------------------------
|
|
bool IsPointInBounds( const Vector &vPoint, const Vector &vMin, const Vector &vMax );
|
|
|
|
//
|
|
// COLORSPACE/GAMMA CONVERSION STUFF
|
|
//
|
|
void BuildGammaTable( float gamma, float texGamma, float brightness, int overbright );
|
|
|
|
// convert texture to linear 0..1 value
|
|
inline float TexLightToLinear( int c, int exponent )
|
|
{
|
|
// On VS 2013 LTCG builds it is required that the array declaration be annotated with
|
|
// the same alignment requirements as the array definition.
|
|
extern ALIGN128 float power2_n[256];
|
|
Assert( exponent >= -128 && exponent <= 127 );
|
|
return ( float )c * power2_n[exponent+128];
|
|
}
|
|
|
|
|
|
// convert texture to linear 0..1 value
|
|
int LinearToTexture( float f );
|
|
// converts 0..1 linear value to screen gamma (0..255)
|
|
int LinearToScreenGamma( float f );
|
|
float TextureToLinear( int c );
|
|
|
|
// compressed color format
|
|
struct ColorRGBExp32
|
|
{
|
|
byte r, g, b;
|
|
signed char exponent;
|
|
};
|
|
|
|
void ColorRGBExp32ToVector( const ColorRGBExp32& in, Vector& out );
|
|
void VectorToColorRGBExp32( const Vector& v, ColorRGBExp32 &c );
|
|
|
|
// solve for "x" where "a x^2 + b x + c = 0", return true if solution exists
|
|
bool SolveQuadratic( float a, float b, float c, float &root1, float &root2 );
|
|
|
|
// solves for "a, b, c" where "a x^2 + b x + c = y", return true if solution exists
|
|
bool SolveInverseQuadratic( float x1, float y1, float x2, float y2, float x3, float y3, float &a, float &b, float &c );
|
|
|
|
// solves for a,b,c specified as above, except that it always creates a monotonically increasing or
|
|
// decreasing curve if the data is monotonically increasing or decreasing. In order to enforce the
|
|
// monoticity condition, it is possible that the resulting quadratic will only approximate the data
|
|
// instead of interpolating it. This code is not especially fast.
|
|
bool SolveInverseQuadraticMonotonic( float x1, float y1, float x2, float y2,
|
|
float x3, float y3, float &a, float &b, float &c );
|
|
|
|
|
|
|
|
|
|
// solves for "a, b, c" where "1/(a x^2 + b x + c ) = y", return true if solution exists
|
|
bool SolveInverseReciprocalQuadratic( float x1, float y1, float x2, float y2, float x3, float y3, float &a, float &b, float &c );
|
|
|
|
// rotate a vector around the Z axis (YAW)
|
|
void VectorYawRotate( const Vector& in, float flYaw, Vector &out);
|
|
|
|
|
|
// Bias takes an X value between 0 and 1 and returns another value between 0 and 1
|
|
// The curve is biased towards 0 or 1 based on biasAmt, which is between 0 and 1.
|
|
// Lower values of biasAmt bias the curve towards 0 and higher values bias it towards 1.
|
|
//
|
|
// For example, with biasAmt = 0.2, the curve looks like this:
|
|
//
|
|
// 1
|
|
// | *
|
|
// | *
|
|
// | *
|
|
// | **
|
|
// | **
|
|
// | ****
|
|
// |*********
|
|
// |___________________
|
|
// 0 1
|
|
//
|
|
//
|
|
// With biasAmt = 0.8, the curve looks like this:
|
|
//
|
|
// 1
|
|
// | **************
|
|
// | **
|
|
// | *
|
|
// | *
|
|
// |*
|
|
// |*
|
|
// |*
|
|
// |___________________
|
|
// 0 1
|
|
//
|
|
// With a biasAmt of 0.5, Bias returns X.
|
|
float Bias( float x, float biasAmt );
|
|
|
|
|
|
// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
|
|
// Lower bias values bias towards 0.5 and higher bias values bias away from it.
|
|
//
|
|
// For example, with biasAmt = 0.2, the curve looks like this:
|
|
//
|
|
// 1
|
|
// | *
|
|
// | *
|
|
// | **
|
|
// | ***************
|
|
// | **
|
|
// | *
|
|
// |*
|
|
// |___________________
|
|
// 0 1
|
|
//
|
|
//
|
|
// With biasAmt = 0.8, the curve looks like this:
|
|
//
|
|
// 1
|
|
// | *****
|
|
// | ***
|
|
// | *
|
|
// | *
|
|
// | *
|
|
// | ***
|
|
// |*****
|
|
// |___________________
|
|
// 0 1
|
|
float Gain( float x, float biasAmt );
|
|
|
|
|
|
// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
|
|
// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
|
|
// any fadein/fadeout effect where it should start and end smoothly.
|
|
//
|
|
// The curve looks like this:
|
|
//
|
|
// 1
|
|
// | **
|
|
// | * *
|
|
// | * *
|
|
// | * *
|
|
// | * *
|
|
// | ** **
|
|
// |*** ***
|
|
// |___________________
|
|
// 0 1
|
|
//
|
|
float SmoothCurve( float x );
|
|
|
|
|
|
// This works like SmoothCurve, with two changes:
|
|
//
|
|
// 1. Instead of the curve peaking at 0.5, it will peak at flPeakPos.
|
|
// (So if you specify flPeakPos=0.2, then the peak will slide to the left).
|
|
//
|
|
// 2. flPeakSharpness is a 0-1 value controlling the sharpness of the peak.
|
|
// Low values blunt the peak and high values sharpen the peak.
|
|
float SmoothCurve_Tweak( float x, float flPeakPos=0.5, float flPeakSharpness=0.5 );
|
|
|
|
|
|
//float ExponentialDecay( float halflife, float dt );
|
|
//float ExponentialDecay( float decayTo, float decayTime, float dt );
|
|
|
|
// halflife is time for value to reach 50%
|
|
inline float ExponentialDecay( float halflife, float dt )
|
|
{
|
|
// log(0.5) == -0.69314718055994530941723212145818
|
|
return expf( -0.69314718f / halflife * dt);
|
|
}
|
|
|
|
// decayTo is factor the value should decay to in decayTime
|
|
inline float ExponentialDecay( float decayTo, float decayTime, float dt )
|
|
{
|
|
return expf( logf( decayTo ) / decayTime * dt);
|
|
}
|
|
|
|
// Get the integrated distanced traveled
|
|
// decayTo is factor the value should decay to in decayTime
|
|
// dt is the time relative to the last velocity update
|
|
inline float ExponentialDecayIntegral( float decayTo, float decayTime, float dt )
|
|
{
|
|
return (powf( decayTo, dt / decayTime) * decayTime - decayTime) / logf( decayTo );
|
|
}
|
|
|
|
// hermite basis function for smooth interpolation
|
|
// Similar to Gain() above, but very cheap to call
|
|
// value should be between 0 & 1 inclusive
|
|
inline float SimpleSpline( float value )
|
|
{
|
|
float valueSquared = value * value;
|
|
|
|
// Nice little ease-in, ease-out spline-like curve
|
|
return (3 * valueSquared - 2 * valueSquared * value);
|
|
}
|
|
|
|
// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
|
|
// spline using SimpleSpline
|
|
inline float SimpleSplineRemapVal( float val, float A, float B, float C, float D)
|
|
{
|
|
if ( A == B )
|
|
return val >= B ? D : C;
|
|
float cVal = (val - A) / (B - A);
|
|
return C + (D - C) * SimpleSpline( cVal );
|
|
}
|
|
|
|
// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
|
|
// spline using SimpleSpline
|
|
inline float SimpleSplineRemapValClamped( float val, float A, float B, float C, float D )
|
|
{
|
|
if ( A == B )
|
|
return val >= B ? D : C;
|
|
float cVal = (val - A) / (B - A);
|
|
cVal = clamp( cVal, 0.0f, 1.0f );
|
|
return C + (D - C) * SimpleSpline( cVal );
|
|
}
|
|
|
|
|
|
FORCEINLINE int RoundFloatToInt(float f)
|
|
{
|
|
#if defined( _X360 )
|
|
#ifdef Assert
|
|
Assert( IsFPUControlWordSet() );
|
|
#endif
|
|
union
|
|
{
|
|
double flResult;
|
|
int pResult[2];
|
|
};
|
|
flResult = __fctiw( f );
|
|
return pResult[1];
|
|
#elif defined ( _PS3 )
|
|
#if defined(__SPU__)
|
|
int nResult;
|
|
nResult = static_cast<int>(f);
|
|
return nResult;
|
|
#else
|
|
return __fctiw( f );
|
|
#endif
|
|
#else // !X360
|
|
int nResult;
|
|
#if defined( COMPILER_MSVC32 )
|
|
__asm
|
|
{
|
|
fld f
|
|
fistp nResult
|
|
}
|
|
#elif GNUC
|
|
__asm __volatile__ (
|
|
"fistpl %0;": "=m" (nResult): "t" (f) : "st"
|
|
);
|
|
#else
|
|
nResult = static_cast<int>(f);
|
|
#endif
|
|
return nResult;
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE unsigned char RoundFloatToByte(float f)
|
|
{
|
|
#if defined( _X360 )
|
|
#ifdef Assert
|
|
Assert( IsFPUControlWordSet() );
|
|
#endif
|
|
union
|
|
{
|
|
double flResult;
|
|
int pIntResult[2];
|
|
unsigned char pResult[8];
|
|
};
|
|
flResult = __fctiw( f );
|
|
#ifdef Assert
|
|
Assert( pIntResult[1] >= 0 && pIntResult[1] <= 255 );
|
|
#endif
|
|
return pResult[7];
|
|
|
|
#elif defined ( _PS3 )
|
|
#if defined(__SPU__)
|
|
int nResult;
|
|
nResult = static_cast<unsigned int> (f) & 0xff;
|
|
return nResult;
|
|
#else
|
|
return __fctiw( f );
|
|
#endif
|
|
#else // !X360
|
|
|
|
int nResult;
|
|
|
|
#if defined( COMPILER_MSVC32 )
|
|
__asm
|
|
{
|
|
fld f
|
|
fistp nResult
|
|
}
|
|
#elif GNUC
|
|
__asm __volatile__ (
|
|
"fistpl %0;": "=m" (nResult): "t" (f) : "st"
|
|
);
|
|
#else
|
|
nResult = static_cast<unsigned int> (f) & 0xff;
|
|
#endif
|
|
|
|
#ifdef Assert
|
|
Assert( nResult >= 0 && nResult <= 255 );
|
|
#endif
|
|
return nResult;
|
|
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE unsigned long RoundFloatToUnsignedLong(float f)
|
|
{
|
|
#if defined( _X360 )
|
|
#ifdef Assert
|
|
Assert( IsFPUControlWordSet() );
|
|
#endif
|
|
union
|
|
{
|
|
double flResult;
|
|
int pIntResult[2];
|
|
unsigned long pResult[2];
|
|
};
|
|
flResult = __fctiw( f );
|
|
Assert( pIntResult[1] >= 0 );
|
|
return pResult[1];
|
|
#elif defined ( _PS3 )
|
|
#if defined(__SPU__)
|
|
return static_cast<unsigned long>(f);
|
|
#else
|
|
return __fctiw( f );
|
|
#endif
|
|
#else // !X360
|
|
|
|
#if defined( COMPILER_MSVC32 )
|
|
unsigned char nResult[8];
|
|
__asm
|
|
{
|
|
fld f
|
|
fistp qword ptr nResult
|
|
}
|
|
return *((unsigned long*)nResult);
|
|
#elif defined( COMPILER_GCC )
|
|
unsigned char nResult[8];
|
|
__asm __volatile__ (
|
|
"fistpl %0;": "=m" (nResult): "t" (f) : "st"
|
|
);
|
|
return *((unsigned long*)nResult);
|
|
#else
|
|
return static_cast<unsigned long>(f);
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
FORCEINLINE bool IsIntegralValue( float flValue, float flTolerance = 0.001f )
|
|
{
|
|
return fabs( RoundFloatToInt( flValue ) - flValue ) < flTolerance;
|
|
}
|
|
|
|
// Fast, accurate ftol:
|
|
FORCEINLINE int Float2Int( float a )
|
|
{
|
|
#if defined( _X360 )
|
|
union
|
|
{
|
|
double flResult;
|
|
int pResult[2];
|
|
};
|
|
flResult = __fctiwz( a );
|
|
return pResult[1];
|
|
#elif defined ( _PS3 )
|
|
#if defined(__SPU__)
|
|
int RetVal;
|
|
RetVal = static_cast<int>( a );
|
|
return RetVal;
|
|
#else
|
|
return __fctiwz( a );
|
|
#endif
|
|
#else // !X360
|
|
|
|
int RetVal;
|
|
|
|
#if defined( COMPILER_MSVC32 )
|
|
int CtrlwdHolder;
|
|
int CtrlwdSetter;
|
|
__asm
|
|
{
|
|
fld a // push 'a' onto the FP stack
|
|
fnstcw CtrlwdHolder // store FPU control word
|
|
movzx eax, CtrlwdHolder // move and zero extend word into eax
|
|
and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
|
|
or eax, 0x00000C00 // set rounding mode bits to round towards zero
|
|
mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
|
|
fldcw CtrlwdSetter // Entering plaid!
|
|
fistp RetVal // Store and converted (to int) result
|
|
fldcw CtrlwdHolder // Restore control word
|
|
}
|
|
#else
|
|
RetVal = static_cast<int>( a );
|
|
#endif
|
|
|
|
return RetVal;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
// Over 15x faster than: (int)floor(value)
|
|
inline int Floor2Int( float a )
|
|
{
|
|
int RetVal;
|
|
|
|
#if defined( PLATFORM_PPC )
|
|
RetVal = (int)floor( a );
|
|
#elif defined( COMPILER_MSVC32 )
|
|
int CtrlwdHolder;
|
|
int CtrlwdSetter;
|
|
__asm
|
|
{
|
|
fld a // push 'a' onto the FP stack
|
|
fnstcw CtrlwdHolder // store FPU control word
|
|
movzx eax, CtrlwdHolder // move and zero extend word into eax
|
|
and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
|
|
or eax, 0x00000400 // set rounding mode bits to round down
|
|
mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
|
|
fldcw CtrlwdSetter // Entering plaid!
|
|
fistp RetVal // Store floored and converted (to int) result
|
|
fldcw CtrlwdHolder // Restore control word
|
|
}
|
|
#else
|
|
RetVal = static_cast<int>( floor(a) );
|
|
#endif
|
|
|
|
return RetVal;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fast color conversion from float to unsigned char
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE unsigned char FastFToC( float c )
|
|
{
|
|
volatile float dc;
|
|
|
|
// ieee trick
|
|
dc = c * 255.0f + (float)(1 << 23);
|
|
|
|
// return the lsb
|
|
#if defined( _X360 ) || defined( _PS3 )
|
|
return ((unsigned char*)&dc)[3];
|
|
#else
|
|
return *(unsigned char*)&dc;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Bound input float to .001 (millisecond) boundary
|
|
// Input : in -
|
|
// Output : inline float
|
|
//-----------------------------------------------------------------------------
|
|
inline float ClampToMsec( float in )
|
|
{
|
|
int msec = Floor2Int( in * 1000.0f + 0.5f );
|
|
return msec / 1000.0f;
|
|
}
|
|
|
|
// Over 15x faster than: (int)ceil(value)
|
|
inline int Ceil2Int( float a )
|
|
{
|
|
int RetVal;
|
|
|
|
#if defined( PLATFORM_PPC )
|
|
RetVal = (int)ceil( a );
|
|
#elif defined( COMPILER_MSVC32 )
|
|
int CtrlwdHolder;
|
|
int CtrlwdSetter;
|
|
__asm
|
|
{
|
|
fld a // push 'a' onto the FP stack
|
|
fnstcw CtrlwdHolder // store FPU control word
|
|
movzx eax, CtrlwdHolder // move and zero extend word into eax
|
|
and eax, 0xFFFFF3FF // set all bits except rounding bits to 1
|
|
or eax, 0x00000800 // set rounding mode bits to round down
|
|
mov CtrlwdSetter, eax // Prepare to set the rounding mode -- prepare to enter plaid!
|
|
fldcw CtrlwdSetter // Entering plaid!
|
|
fistp RetVal // Store floored and converted (to int) result
|
|
fldcw CtrlwdHolder // Restore control word
|
|
}
|
|
#else
|
|
RetVal = static_cast<int>( ceil(a) );
|
|
#endif
|
|
|
|
return RetVal;
|
|
}
|
|
|
|
|
|
// Regular signed area of triangle
|
|
#define TriArea2D( A, B, C ) \
|
|
( 0.5f * ( ( B.x - A.x ) * ( C.y - A.y ) - ( B.y - A.y ) * ( C.x - A.x ) ) )
|
|
|
|
// This version doesn't premultiply by 0.5f, so it's the area of the rectangle instead
|
|
#define TriArea2DTimesTwo( A, B, C ) \
|
|
( ( ( B.x - A.x ) * ( C.y - A.y ) - ( B.y - A.y ) * ( C.x - A.x ) ) )
|
|
|
|
|
|
// Get the barycentric coordinates of "pt" in triangle [A,B,C].
|
|
inline void GetBarycentricCoords2D(
|
|
Vector2D const &A,
|
|
Vector2D const &B,
|
|
Vector2D const &C,
|
|
Vector2D const &pt,
|
|
float bcCoords[3] )
|
|
{
|
|
// Note, because to top and bottom are both x2, the issue washes out in the composite
|
|
float invTriArea = 1.0f / TriArea2DTimesTwo( A, B, C );
|
|
|
|
// NOTE: We assume here that the lightmap coordinate vertices go counterclockwise.
|
|
// If not, TriArea2D() is negated so this works out right.
|
|
bcCoords[0] = TriArea2DTimesTwo( B, C, pt ) * invTriArea;
|
|
bcCoords[1] = TriArea2DTimesTwo( C, A, pt ) * invTriArea;
|
|
bcCoords[2] = TriArea2DTimesTwo( A, B, pt ) * invTriArea;
|
|
}
|
|
|
|
|
|
// Return true of the sphere might touch the box (the sphere is actually treated
|
|
// like a box itself, so this may return true if the sphere's bounding box touches
|
|
// a corner of the box but the sphere itself doesn't).
|
|
inline bool QuickBoxSphereTest(
|
|
const Vector& vOrigin,
|
|
float flRadius,
|
|
const Vector& bbMin,
|
|
const Vector& bbMax )
|
|
{
|
|
return vOrigin.x - flRadius < bbMax.x && vOrigin.x + flRadius > bbMin.x &&
|
|
vOrigin.y - flRadius < bbMax.y && vOrigin.y + flRadius > bbMin.y &&
|
|
vOrigin.z - flRadius < bbMax.z && vOrigin.z + flRadius > bbMin.z;
|
|
}
|
|
|
|
|
|
// Return true of the boxes intersect (but not if they just touch).
|
|
inline bool QuickBoxIntersectTest(
|
|
const Vector& vBox1Min,
|
|
const Vector& vBox1Max,
|
|
const Vector& vBox2Min,
|
|
const Vector& vBox2Max )
|
|
{
|
|
return
|
|
vBox1Min.x < vBox2Max.x && vBox1Max.x > vBox2Min.x &&
|
|
vBox1Min.y < vBox2Max.y && vBox1Max.y > vBox2Min.y &&
|
|
vBox1Min.z < vBox2Max.z && vBox1Max.z > vBox2Min.z;
|
|
}
|
|
|
|
|
|
extern float GammaToLinearFullRange( float gamma );
|
|
extern float LinearToGammaFullRange( float linear );
|
|
extern float GammaToLinear( float gamma );
|
|
extern float LinearToGamma( float linear );
|
|
|
|
extern float SrgbGammaToLinear( float flSrgbGammaValue );
|
|
extern float SrgbLinearToGamma( float flLinearValue );
|
|
extern float X360GammaToLinear( float fl360GammaValue );
|
|
extern float X360LinearToGamma( float flLinearValue );
|
|
extern float SrgbGammaTo360Gamma( float flSrgbGammaValue );
|
|
|
|
// linear (0..4) to screen corrected vertex space (0..1?)
|
|
FORCEINLINE float LinearToVertexLight( float f )
|
|
{
|
|
extern float lineartovertex[4096];
|
|
|
|
// Gotta clamp before the multiply; could overflow...
|
|
// assume 0..4 range
|
|
int i = RoundFloatToInt( f * 1024.f );
|
|
|
|
// Presumably the comman case will be not to clamp, so check that first:
|
|
if( (unsigned)i > 4095 )
|
|
{
|
|
if ( i < 0 )
|
|
i = 0; // Compare to zero instead of 4095 to save 4 bytes in the instruction stream
|
|
else
|
|
i = 4095;
|
|
}
|
|
|
|
return lineartovertex[i];
|
|
}
|
|
|
|
|
|
FORCEINLINE unsigned char LinearToLightmap( float f )
|
|
{
|
|
extern unsigned char lineartolightmap[4096];
|
|
|
|
// Gotta clamp before the multiply; could overflow...
|
|
int i = RoundFloatToInt( f * 1024.f ); // assume 0..4 range
|
|
|
|
// Presumably the comman case will be not to clamp, so check that first:
|
|
if ( (unsigned)i > 4095 )
|
|
{
|
|
if ( i < 0 )
|
|
i = 0; // Compare to zero instead of 4095 to save 4 bytes in the instruction stream
|
|
else
|
|
i = 4095;
|
|
}
|
|
|
|
return lineartolightmap[i];
|
|
}
|
|
|
|
FORCEINLINE void ColorClamp( Vector& color )
|
|
{
|
|
float maxc = MAX( color.x, MAX( color.y, color.z ) );
|
|
if ( maxc > 1.0f )
|
|
{
|
|
float ooMax = 1.0f / maxc;
|
|
color.x *= ooMax;
|
|
color.y *= ooMax;
|
|
color.z *= ooMax;
|
|
}
|
|
|
|
if ( color[0] < 0.f ) color[0] = 0.f;
|
|
if ( color[1] < 0.f ) color[1] = 0.f;
|
|
if ( color[2] < 0.f ) color[2] = 0.f;
|
|
}
|
|
|
|
inline void ColorClampTruncate( Vector& color )
|
|
{
|
|
if (color[0] > 1.0f) color[0] = 1.0f; else if (color[0] < 0.0f) color[0] = 0.0f;
|
|
if (color[1] > 1.0f) color[1] = 1.0f; else if (color[1] < 0.0f) color[1] = 0.0f;
|
|
if (color[2] > 1.0f) color[2] = 1.0f; else if (color[2] < 0.0f) color[2] = 0.0f;
|
|
}
|
|
|
|
// Interpolate a Catmull-Rom spline.
|
|
// t is a [0,1] value and interpolates a curve between p2 and p3.
|
|
void Catmull_Rom_Spline(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector &output );
|
|
|
|
// Interpolate a Catmull-Rom spline.
|
|
// Returns the tangent of the point at t of the spline
|
|
void Catmull_Rom_Spline_Tangent(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector &output );
|
|
|
|
// area under the curve [0..t]
|
|
void Catmull_Rom_Spline_Integral(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// area under the curve [0..1]
|
|
void Catmull_Rom_Spline_Integral(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
Vector& output );
|
|
|
|
// Interpolate a Catmull-Rom spline.
|
|
// Normalize p2->p1 and p3->p4 to be the same length as p2->p3
|
|
void Catmull_Rom_Spline_Normalize(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector &output );
|
|
|
|
// area under the curve [0..t]
|
|
// Normalize p2->p1 and p3->p4 to be the same length as p2->p3
|
|
void Catmull_Rom_Spline_Integral_Normalize(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// Interpolate a Catmull-Rom spline.
|
|
// Normalize p2.x->p1.x and p3.x->p4.x to be the same length as p2.x->p3.x
|
|
void Catmull_Rom_Spline_NormalizeX(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector &output );
|
|
|
|
// area under the curve [0..t]
|
|
void Catmull_Rom_Spline_NormalizeX(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// Interpolate a Hermite spline.
|
|
// t is a [0,1] value and interpolates a curve between p1 and p2 with the deltas d1 and d2.
|
|
void Hermite_Spline(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &d1,
|
|
const Vector &d2,
|
|
float t,
|
|
Vector& output );
|
|
|
|
float Hermite_Spline(
|
|
float p1,
|
|
float p2,
|
|
float d1,
|
|
float d2,
|
|
float t );
|
|
|
|
// t is a [0,1] value and interpolates a curve between p1 and p2 with the slopes p0->p1 and p1->p2
|
|
void Hermite_Spline(
|
|
const Vector &p0,
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
float t,
|
|
Vector& output );
|
|
|
|
float Hermite_Spline(
|
|
float p0,
|
|
float p1,
|
|
float p2,
|
|
float t );
|
|
|
|
|
|
void Hermite_SplineBasis( float t, float basis[] );
|
|
|
|
void Hermite_Spline(
|
|
const Quaternion &q0,
|
|
const Quaternion &q1,
|
|
const Quaternion &q2,
|
|
float t,
|
|
Quaternion &output );
|
|
|
|
|
|
// See http://en.wikipedia.org/wiki/Kochanek-Bartels_curves
|
|
//
|
|
// Tension: -1 = Round -> 1 = Tight
|
|
// Bias: -1 = Pre-shoot (bias left) -> 1 = Post-shoot (bias right)
|
|
// Continuity: -1 = Box corners -> 1 = Inverted corners
|
|
//
|
|
// If T=B=C=0 it's the same matrix as Catmull-Rom.
|
|
// If T=1 & B=C=0 it's the same as Cubic.
|
|
// If T=B=0 & C=-1 it's just linear interpolation
|
|
//
|
|
// See http://news.povray.org/povray.binaries.tutorials/attachment/%[email protected]%3E/Splines.bas.txt
|
|
// for example code and descriptions of various spline types...
|
|
//
|
|
void Kochanek_Bartels_Spline(
|
|
float tension,
|
|
float bias,
|
|
float continuity,
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
void Kochanek_Bartels_Spline_NormalizeX(
|
|
float tension,
|
|
float bias,
|
|
float continuity,
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// See link at Kochanek_Bartels_Spline for info on the basis matrix used
|
|
void Cubic_Spline(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
void Cubic_Spline_NormalizeX(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// See link at Kochanek_Bartels_Spline for info on the basis matrix used
|
|
void BSpline(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
void BSpline_NormalizeX(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// See link at Kochanek_Bartels_Spline for info on the basis matrix used
|
|
void Parabolic_Spline(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
void Parabolic_Spline_NormalizeX(
|
|
const Vector &p1,
|
|
const Vector &p2,
|
|
const Vector &p3,
|
|
const Vector &p4,
|
|
float t,
|
|
Vector& output );
|
|
|
|
// Evaluate the cubic Bernstein basis for the input parametric coordinate.
|
|
// Output is the coefficient for that basis polynomial.
|
|
float CubicBasis0( float t );
|
|
float CubicBasis1( float t );
|
|
float CubicBasis2( float t );
|
|
float CubicBasis3( float t );
|
|
|
|
// quintic interpolating polynomial from Perlin.
|
|
// 0->0, 1->1, smooth-in between with smooth tangents
|
|
inline float QuinticInterpolatingPolynomial(float t)
|
|
{
|
|
// 6t^5-15t^4+10t^3
|
|
return t * t * t *( t * ( t* 6.0 - 15.0 ) + 10.0 );
|
|
}
|
|
|
|
// given a table of sorted tabulated positions, return the two indices and blendfactor to linear
|
|
// interpolate. Does a search. Can be used to find the blend value to interpolate between
|
|
// keyframes.
|
|
void GetInterpolationData( float const *pKnotPositions,
|
|
float const *pKnotValues,
|
|
int nNumValuesinList,
|
|
int nInterpolationRange,
|
|
float flPositionToInterpolateAt,
|
|
bool bWrap,
|
|
float *pValueA,
|
|
float *pValueB,
|
|
float *pInterpolationValue);
|
|
float RangeCompressor( float flValue, float flMin, float flMax, float flBase );
|
|
|
|
// Get the minimum distance from vOrigin to the bounding box defined by [mins,maxs]
|
|
// using voronoi regions.
|
|
// 0 is returned if the origin is inside the box.
|
|
float CalcSqrDistanceToAABB( const Vector &mins, const Vector &maxs, const Vector &point );
|
|
void CalcClosestPointOnAABB( const Vector &mins, const Vector &maxs, const Vector &point, Vector &closestOut );
|
|
void CalcSqrDistAndClosestPointOnAABB( const Vector &mins, const Vector &maxs, const Vector &point, Vector &closestOut, float &distSqrOut );
|
|
|
|
inline float CalcDistanceToAABB( const Vector &mins, const Vector &maxs, const Vector &point )
|
|
{
|
|
float flDistSqr = CalcSqrDistanceToAABB( mins, maxs, point );
|
|
return sqrt(flDistSqr);
|
|
}
|
|
|
|
// Get the closest point from P to the (infinite) line through vLineA and vLineB and
|
|
// calculate the shortest distance from P to the line.
|
|
// If you pass in a value for t, it will tell you the t for (A + (B-A)t) to get the closest point.
|
|
// If the closest point lies on the segment between A and B, then 0 <= t <= 1.
|
|
void CalcClosestPointOnLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, Vector &vClosest, float *t=0 );
|
|
float CalcDistanceToLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
|
|
float CalcDistanceSqrToLine( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
|
|
|
|
// The same three functions as above, except now the line is closed between A and B.
|
|
void CalcClosestPointOnLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, Vector &vClosest, float *t=0 );
|
|
float CalcDistanceToLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
|
|
float CalcDistanceSqrToLineSegment( const Vector &P, const Vector &vLineA, const Vector &vLineB, float *t=0 );
|
|
|
|
// A function to compute the closes line segment connnection two lines (or false if the lines are parallel, etc.)
|
|
bool CalcLineToLineIntersectionSegment(
|
|
const Vector& p1,const Vector& p2,const Vector& p3,const Vector& p4,Vector *s1,Vector *s2,
|
|
float *t1, float *t2 );
|
|
|
|
// The above functions in 2D
|
|
void CalcClosestPointOnLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, Vector2D &vClosest, float *t=0 );
|
|
float CalcDistanceToLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
|
|
float CalcDistanceSqrToLine2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
|
|
void CalcClosestPointOnLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, Vector2D &vClosest, float *t=0 );
|
|
float CalcDistanceToLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
|
|
float CalcDistanceSqrToLineSegment2D( Vector2D const &P, Vector2D const &vLineA, Vector2D const &vLineB, float *t=0 );
|
|
|
|
// Init the mathlib
|
|
void MathLib_Init( float gamma = 2.2f, float texGamma = 2.2f, float brightness = 0.0f, int overbright = 2.0f, bool bAllow3DNow = true, bool bAllowSSE = true, bool bAllowSSE2 = true, bool bAllowMMX = true );
|
|
bool MathLib_MMXEnabled( void );
|
|
bool MathLib_SSEEnabled( void );
|
|
bool MathLib_SSE2Enabled( void );
|
|
|
|
inline float Approach( float target, float value, float speed );
|
|
float ApproachAngle( float target, float value, float speed );
|
|
float AngleDiff( float destAngle, float srcAngle );
|
|
float AngleDistance( float next, float cur );
|
|
float AngleNormalize( float angle );
|
|
|
|
// ensure that 0 <= angle <= 360
|
|
float AngleNormalizePositive( float angle );
|
|
|
|
bool AnglesAreEqual( float a, float b, float tolerance = 0.0f );
|
|
|
|
|
|
void RotationDeltaAxisAngle( const QAngle &srcAngles, const QAngle &destAngles, Vector &deltaAxis, float &deltaAngle );
|
|
void RotationDelta( const QAngle &srcAngles, const QAngle &destAngles, QAngle *out );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Clips a line segment such that only the portion in the positive half-space
|
|
// of the plane remains. If the segment is entirely clipped, the vectors
|
|
// are set to vec3_invalid (all components are FLT_MAX).
|
|
//
|
|
// flBias is added to the dot product with the normal. A positive bias
|
|
// results in a more inclusive positive half-space, while a negative bias
|
|
// results in a more exclusive positive half-space.
|
|
//-----------------------------------------------------------------------------
|
|
void ClipLineSegmentToPlane( const Vector &vNormal, const Vector &vPlanePoint, Vector *p1, Vector *p2, float flBias = 0.0f );
|
|
|
|
void ComputeTrianglePlane( const Vector& v1, const Vector& v2, const Vector& v3, Vector& normal, float& intercept );
|
|
int PolyFromPlane( Vector *pOutVerts, const Vector& normal, float dist, float fHalfScale = 9000.0f );
|
|
void PolyFromPlane_SIMD( fltx4 *pOutVerts, const fltx4 & plane, float fHalfScale = 9000.0f );
|
|
int ClipPolyToPlane( Vector *inVerts, int vertCount, Vector *outVerts, const Vector& normal, float dist, float fOnPlaneEpsilon = 0.1f );
|
|
int ClipPolyToPlane_SIMD( fltx4 *pInVerts, int vertCount, fltx4 *pOutVerts, const fltx4& plane, float fOnPlaneEpsilon = 0.1f );
|
|
int ClipPolyToPlane_Precise( double *inVerts, int vertCount, double *outVerts, const double *normal, double dist, double fOnPlaneEpsilon = 0.1 );
|
|
float TetrahedronVolume( const Vector &p0, const Vector &p1, const Vector &p2, const Vector &p3 );
|
|
float TriangleArea( const Vector &p0, const Vector &p1, const Vector &p2 );
|
|
|
|
/// return surface area of an AABB
|
|
FORCEINLINE float BoxSurfaceArea( Vector const &vecBoxMin, Vector const &vecBoxMax )
|
|
{
|
|
Vector boxdim = vecBoxMax - vecBoxMin;
|
|
return 2.0 * ( ( boxdim[0] * boxdim[2] ) + ( boxdim[0] * boxdim[1] ) + ( boxdim[1] * boxdim[2] ) );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes a reasonable tangent space for a triangle
|
|
//-----------------------------------------------------------------------------
|
|
void CalcTriangleTangentSpace( const Vector &p0, const Vector &p1, const Vector &p2,
|
|
const Vector2D &t0, const Vector2D &t1, const Vector2D& t2,
|
|
Vector &sVect, Vector &tVect );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Transforms a AABB into another space; which will inherently grow the box.
|
|
//-----------------------------------------------------------------------------
|
|
void TransformAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Uses the inverse transform of in1
|
|
//-----------------------------------------------------------------------------
|
|
void ITransformAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Rotates a AABB into another space; which will inherently grow the box.
|
|
// (same as TransformAABB, but doesn't take the translation into account)
|
|
//-----------------------------------------------------------------------------
|
|
void RotateAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Uses the inverse transform of in1
|
|
//-----------------------------------------------------------------------------
|
|
void IRotateAABB( const matrix3x4_t &in1, const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Transform a plane
|
|
//-----------------------------------------------------------------------------
|
|
inline void MatrixTransformPlane( const matrix3x4_t &src, const cplane_t &inPlane, cplane_t &outPlane )
|
|
{
|
|
// What we want to do is the following:
|
|
// 1) transform the normal into the new space.
|
|
// 2) Determine a point on the old plane given by plane dist * plane normal
|
|
// 3) Transform that point into the new space
|
|
// 4) Plane dist = DotProduct( new normal, new point )
|
|
|
|
// An optimized version, which works if the plane is orthogonal.
|
|
// 1) Transform the normal into the new space
|
|
// 2) Realize that transforming the old plane point into the new space
|
|
// is given by [ d * n'x + Tx, d * n'y + Ty, d * n'z + Tz ]
|
|
// where d = old plane dist, n' = transformed normal, Tn = translational component of transform
|
|
// 3) Compute the new plane dist using the dot product of the normal result of #2
|
|
|
|
// For a correct result, this should be an inverse-transpose matrix
|
|
// but that only matters if there are nonuniform scale or skew factors in this matrix.
|
|
VectorRotate( inPlane.normal, src, outPlane.normal );
|
|
outPlane.dist = inPlane.dist * DotProduct( outPlane.normal, outPlane.normal );
|
|
outPlane.dist += outPlane.normal.x * src[0][3] + outPlane.normal.y * src[1][3] + outPlane.normal.z * src[2][3];
|
|
}
|
|
|
|
inline void MatrixITransformPlane( const matrix3x4_t &src, const cplane_t &inPlane, cplane_t &outPlane )
|
|
{
|
|
// The trick here is that Tn = translational component of transform,
|
|
// but for an inverse transform, Tn = - R^-1 * T
|
|
Vector vecTranslation;
|
|
MatrixGetColumn( src, 3, vecTranslation );
|
|
|
|
Vector vecInvTranslation;
|
|
VectorIRotate( vecTranslation, src, vecInvTranslation );
|
|
|
|
VectorIRotate( inPlane.normal, src, outPlane.normal );
|
|
outPlane.dist = inPlane.dist * DotProduct( outPlane.normal, outPlane.normal );
|
|
outPlane.dist -= outPlane.normal.x * vecInvTranslation[0] + outPlane.normal.y * vecInvTranslation[1] + outPlane.normal.z * vecInvTranslation[2];
|
|
}
|
|
|
|
int CeilPow2( int in );
|
|
int FloorPow2( int in );
|
|
|
|
FORCEINLINE float * UnpackNormal_HEND3N( const unsigned int *pPackedNormal, float *pNormal )
|
|
{
|
|
int temp[3];
|
|
temp[0] = ((*pPackedNormal >> 0L) & 0x7ff);
|
|
if ( temp[0] & 0x400 )
|
|
{
|
|
temp[0] = 2048 - temp[0];
|
|
}
|
|
temp[1] = ((*pPackedNormal >> 11L) & 0x7ff);
|
|
if ( temp[1] & 0x400 )
|
|
{
|
|
temp[1] = 2048 - temp[1];
|
|
}
|
|
temp[2] = ((*pPackedNormal >> 22L) & 0x3ff);
|
|
if ( temp[2] & 0x200 )
|
|
{
|
|
temp[2] = 1024 - temp[2];
|
|
}
|
|
pNormal[0] = (float)temp[0] * 1.0f/1023.0f;
|
|
pNormal[1] = (float)temp[1] * 1.0f/1023.0f;
|
|
pNormal[2] = (float)temp[2] * 1.0f/511.0f;
|
|
return pNormal;
|
|
}
|
|
|
|
|
|
FORCEINLINE unsigned int * PackNormal_HEND3N( const float *pNormal, unsigned int *pPackedNormal )
|
|
{
|
|
int temp[3];
|
|
|
|
temp[0] = Float2Int( pNormal[0] * 1023.0f );
|
|
temp[1] = Float2Int( pNormal[1] * 1023.0f );
|
|
temp[2] = Float2Int( pNormal[2] * 511.0f );
|
|
|
|
// the normal is out of bounds, determine the source and fix
|
|
// clamping would be even more of a slowdown here
|
|
Assert( temp[0] >= -1023 && temp[0] <= 1023 );
|
|
Assert( temp[1] >= -1023 && temp[1] <= 1023 );
|
|
Assert( temp[2] >= -511 && temp[2] <= 511 );
|
|
|
|
*pPackedNormal = ( ( temp[2] & 0x3ff ) << 22L ) |
|
|
( ( temp[1] & 0x7ff ) << 11L ) |
|
|
( ( temp[0] & 0x7ff ) << 0L );
|
|
return pPackedNormal;
|
|
}
|
|
|
|
|
|
FORCEINLINE unsigned int * PackNormal_HEND3N( float nx, float ny, float nz, unsigned int *pPackedNormal )
|
|
{
|
|
int temp[3];
|
|
|
|
temp[0] = Float2Int( nx * 1023.0f );
|
|
temp[1] = Float2Int( ny * 1023.0f );
|
|
temp[2] = Float2Int( nz * 511.0f );
|
|
|
|
// the normal is out of bounds, determine the source and fix
|
|
// clamping would be even more of a slowdown here
|
|
Assert( temp[0] >= -1023 && temp[0] <= 1023 );
|
|
Assert( temp[1] >= -1023 && temp[1] <= 1023 );
|
|
Assert( temp[2] >= -511 && temp[2] <= 511 );
|
|
|
|
*pPackedNormal = ( ( temp[2] & 0x3ff ) << 22L ) |
|
|
( ( temp[1] & 0x7ff ) << 11L ) |
|
|
( ( temp[0] & 0x7ff ) << 0L );
|
|
return pPackedNormal;
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float * UnpackNormal_SHORT2( const unsigned int *pPackedNormal, float *pNormal, bool bIsTangent = FALSE )
|
|
{
|
|
// Unpacks from Jason's 2-short format (fills in a 4th binormal-sign (+1/-1) value, if this is a tangent vector)
|
|
|
|
// FIXME: short math is slow on 360 - use ints here instead (bit-twiddle to deal w/ the sign bits)
|
|
short iX = (*pPackedNormal & 0x0000FFFF);
|
|
short iY = (*pPackedNormal & 0xFFFF0000) >> 16;
|
|
|
|
float zSign = +1;
|
|
if ( iX < 0 )
|
|
{
|
|
zSign = -1;
|
|
iX = -iX;
|
|
}
|
|
float tSign = +1;
|
|
if ( iY < 0 )
|
|
{
|
|
tSign = -1;
|
|
iY = -iY;
|
|
}
|
|
|
|
pNormal[0] = ( iX - 16384.0f ) / 16384.0f;
|
|
pNormal[1] = ( iY - 16384.0f ) / 16384.0f;
|
|
float mag = ( pNormal[0]*pNormal[0] + pNormal[1]*pNormal[1] );
|
|
if ( mag > 1.0f )
|
|
{
|
|
mag = 1.0f;
|
|
}
|
|
pNormal[2] = zSign*sqrtf( 1.0f - mag );
|
|
if ( bIsTangent )
|
|
{
|
|
pNormal[3] = tSign;
|
|
}
|
|
|
|
return pNormal;
|
|
}
|
|
|
|
FORCEINLINE unsigned int * PackNormal_SHORT2( float nx, float ny, float nz, unsigned int *pPackedNormal, float binormalSign = +1.0f )
|
|
{
|
|
// Pack a vector (ASSUMED TO BE NORMALIZED) into Jason's 4-byte (SHORT2) format.
|
|
// This simply reconstructs Z from X & Y. It uses the sign bits of the X & Y coords
|
|
// to reconstruct the sign of Z and, if this is a tangent vector, the sign of the
|
|
// binormal (this is needed because tangent/binormal vectors are supposed to follow
|
|
// UV gradients, but shaders reconstruct the binormal from the tangent and normal
|
|
// assuming that they form a right-handed basis).
|
|
|
|
nx += 1; // [-1,+1] -> [0,2]
|
|
ny += 1;
|
|
nx *= 16384.0f; // [ 0, 2] -> [0,32768]
|
|
ny *= 16384.0f;
|
|
|
|
// '0' and '32768' values are invalid encodings
|
|
nx = MAX( nx, 1.0f ); // Make sure there are no zero values
|
|
ny = MAX( ny, 1.0f );
|
|
nx = MIN( nx, 32767.0f ); // Make sure there are no 32768 values
|
|
ny = MIN( ny, 32767.0f );
|
|
|
|
if ( nz < 0.0f )
|
|
nx = -nx; // Set the sign bit for z
|
|
|
|
ny *= binormalSign; // Set the sign bit for the binormal (use when encoding a tangent vector)
|
|
|
|
// FIXME: short math is slow on 360 - use ints here instead (bit-twiddle to deal w/ the sign bits), also use Float2Int()
|
|
short sX = (short)nx; // signed short [1,32767]
|
|
short sY = (short)ny;
|
|
|
|
*pPackedNormal = ( sX & 0x0000FFFF ) | ( sY << 16 ); // NOTE: The mask is necessary (if sX is negative and cast to an int...)
|
|
|
|
return pPackedNormal;
|
|
}
|
|
|
|
FORCEINLINE unsigned int * PackNormal_SHORT2( const float *pNormal, unsigned int *pPackedNormal, float binormalSign = +1.0f )
|
|
{
|
|
return PackNormal_SHORT2( pNormal[0], pNormal[1], pNormal[2], pPackedNormal, binormalSign );
|
|
}
|
|
|
|
// Unpacks a UBYTE4 normal (for a tangent, the result's fourth component receives the binormal 'sign')
|
|
FORCEINLINE float * UnpackNormal_UBYTE4( const unsigned int *pPackedNormal, float *pNormal, bool bIsTangent = FALSE )
|
|
{
|
|
unsigned char cX, cY;
|
|
if ( bIsTangent )
|
|
{
|
|
cX = *pPackedNormal >> 16; // Unpack Z
|
|
cY = *pPackedNormal >> 24; // Unpack W
|
|
}
|
|
else
|
|
{
|
|
cX = *pPackedNormal >> 0; // Unpack X
|
|
cY = *pPackedNormal >> 8; // Unpack Y
|
|
}
|
|
|
|
float x = cX - 128.0f;
|
|
float y = cY - 128.0f;
|
|
float z;
|
|
|
|
float zSignBit = x < 0 ? 1.0f : 0.0f; // z and t negative bits (like slt asm instruction)
|
|
float tSignBit = y < 0 ? 1.0f : 0.0f;
|
|
float zSign = -( 2*zSignBit - 1 ); // z and t signs
|
|
float tSign = -( 2*tSignBit - 1 );
|
|
|
|
x = x*zSign - zSignBit; // 0..127
|
|
y = y*tSign - tSignBit;
|
|
x = x - 64; // -64..63
|
|
y = y - 64;
|
|
|
|
float xSignBit = x < 0 ? 1.0f : 0.0f; // x and y negative bits (like slt asm instruction)
|
|
float ySignBit = y < 0 ? 1.0f : 0.0f;
|
|
float xSign = -( 2*xSignBit - 1 ); // x and y signs
|
|
float ySign = -( 2*ySignBit - 1 );
|
|
|
|
x = ( x*xSign - xSignBit ) / 63.0f; // 0..1 range
|
|
y = ( y*ySign - ySignBit ) / 63.0f;
|
|
z = 1.0f - x - y;
|
|
|
|
float oolen = 1.0f / sqrt( x*x + y*y + z*z ); // Normalize and
|
|
x *= oolen * xSign; // Recover signs
|
|
y *= oolen * ySign;
|
|
z *= oolen * zSign;
|
|
|
|
pNormal[0] = x;
|
|
pNormal[1] = y;
|
|
pNormal[2] = z;
|
|
if ( bIsTangent )
|
|
{
|
|
pNormal[3] = tSign;
|
|
}
|
|
|
|
return pNormal;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
// See: http://www.oroboro.com/rafael/docserv.php/index/programming/article/unitv2
|
|
//
|
|
// UBYTE4 encoding, using per-octant projection onto x+y+z=1
|
|
// Assume input vector is already unit length
|
|
//
|
|
// binormalSign specifies 'sign' of binormal, stored in t sign bit of tangent
|
|
// (lets the shader know whether norm/tan/bin form a right-handed basis)
|
|
//
|
|
// bIsTangent is used to specify which WORD of the output to store the data
|
|
// The expected usage is to call once with the normal and once with
|
|
// the tangent and binormal sign flag, bitwise OR'ing the returned DWORDs
|
|
FORCEINLINE unsigned int * PackNormal_UBYTE4( float nx, float ny, float nz, unsigned int *pPackedNormal, bool bIsTangent = false, float binormalSign = +1.0f )
|
|
{
|
|
float xSign = nx < 0.0f ? -1.0f : 1.0f; // -1 or 1 sign
|
|
float ySign = ny < 0.0f ? -1.0f : 1.0f;
|
|
float zSign = nz < 0.0f ? -1.0f : 1.0f;
|
|
float tSign = binormalSign;
|
|
Assert( ( binormalSign == +1.0f ) || ( binormalSign == -1.0f ) );
|
|
|
|
float xSignBit = 0.5f*( 1 - xSign ); // [-1,+1] -> [1,0]
|
|
float ySignBit = 0.5f*( 1 - ySign ); // 1 is negative bit (like slt instruction)
|
|
float zSignBit = 0.5f*( 1 - zSign );
|
|
float tSignBit = 0.5f*( 1 - binormalSign );
|
|
|
|
float absX = xSign*nx; // 0..1 range (abs)
|
|
float absY = ySign*ny;
|
|
float absZ = zSign*nz;
|
|
|
|
float xbits = absX / ( absX + absY + absZ ); // Project onto x+y+z=1 plane
|
|
float ybits = absY / ( absX + absY + absZ );
|
|
|
|
xbits *= 63; // 0..63
|
|
ybits *= 63;
|
|
|
|
xbits = xbits * xSign - xSignBit; // -64..63 range
|
|
ybits = ybits * ySign - ySignBit;
|
|
xbits += 64.0f; // 0..127 range
|
|
ybits += 64.0f;
|
|
|
|
xbits = xbits * zSign - zSignBit; // Negate based on z and t
|
|
ybits = ybits * tSign - tSignBit; // -128..127 range
|
|
|
|
xbits += 128.0f; // 0..255 range
|
|
ybits += 128.0f;
|
|
|
|
unsigned char cX = (unsigned char) xbits;
|
|
unsigned char cY = (unsigned char) ybits;
|
|
|
|
if ( !bIsTangent )
|
|
*pPackedNormal = (cX << 0) | (cY << 8); // xy for normal
|
|
else
|
|
*pPackedNormal = (cX << 16) | (cY << 24); // zw for tangent
|
|
|
|
return pPackedNormal;
|
|
}
|
|
|
|
FORCEINLINE unsigned int * PackNormal_UBYTE4( const float *pNormal, unsigned int *pPackedNormal, bool bIsTangent = false, float binormalSign = +1.0f )
|
|
{
|
|
return PackNormal_UBYTE4( pNormal[0], pNormal[1], pNormal[2], pPackedNormal, bIsTangent, binormalSign );
|
|
}
|
|
|
|
FORCEINLINE void RGB2YUV( int &nR, int &nG, int &nB, float &fY, float &fU, float &fV, bool bApplySaturationCurve )
|
|
{
|
|
// YUV conversion:
|
|
// |Y| | 0.299f 0.587f 0.114f | |R|
|
|
// |U| = | -0.14713f -0.28886f 0.436f | x |G|
|
|
// |V| | 0.615f -0.51499f -0.10001f | |B|
|
|
//
|
|
// The coefficients in the first row sum to one, whereas the 2nd and 3rd rows each sum to zero (UV (0,0) means greyscale).
|
|
// Ranges are Y [0,1], U [-0.436,+0.436] and V [-0.615,+0.615].
|
|
// We scale and offset to [0,1] and allow the caller to round as they please.
|
|
|
|
fY = ( 0.29900f*nR + 0.58700f*nG + 0.11400f*nB ) / 255;
|
|
fU = ( -0.14713f*nR + -0.28886f*nG + 0.43600f*nB )*( 0.5f / 0.436f ) / 255 + 0.5f;
|
|
fV = ( 0.61500f*nR + -0.51499f*nG + -0.10001f*nB )*( 0.5f / 0.615f ) / 255 + 0.5f;
|
|
|
|
if ( bApplySaturationCurve )
|
|
{
|
|
// Apply a curve to saturation, and snap-to-grey for low saturations
|
|
const float SNAP_TO_GREY = 0;//0.0125f; Disabled, saturation curve seems sufficient
|
|
float dX, dY, sat, scale;
|
|
dX = 2*( fU - 0.5f );
|
|
dY = 2*( fV - 0.5f );
|
|
sat = sqrtf( dX*dX + dY*dY );
|
|
sat = clamp( ( sat*( 1 + SNAP_TO_GREY ) - SNAP_TO_GREY ), 0, 1 );
|
|
scale = ( sat == 0 ) ? 0 : MIN( ( sqrtf( sat ) / sat ), 4.0f );
|
|
fU = 0.5f + scale*( fU - 0.5f );
|
|
fV = 0.5f + scale*( fV - 0.5f );
|
|
}
|
|
}
|
|
|
|
#ifdef _X360
|
|
// Used for direct CPU access to VB data on 360 (used by shaderapi, studiorender and engine)
|
|
struct VBCPU_AccessInfo_t
|
|
{
|
|
// Points to the GPU data pointer in the CVertexBuffer struct (VB data can be relocated during level transitions)
|
|
const byte **ppBaseAddress;
|
|
// pBaseAddress should be computed from ppBaseAddress immediately before use
|
|
const byte *pBaseAddress;
|
|
int nStride;
|
|
int nPositionOffset;
|
|
int nTexCoord0_Offset;
|
|
int nNormalOffset;
|
|
int nBoneIndexOffset;
|
|
int nBoneWeightOffset;
|
|
int nCompressionType;
|
|
// TODO: if needed, add colour and tangents
|
|
};
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Convert RGB to HSV
|
|
//-----------------------------------------------------------------------------
|
|
void RGBtoHSV( const Vector &rgb, Vector &hsv );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Convert HSV to RGB
|
|
//-----------------------------------------------------------------------------
|
|
void HSVtoRGB( const Vector &hsv, Vector &rgb );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fast version of pow and log
|
|
//-----------------------------------------------------------------------------
|
|
#ifndef _PS3 // these actually aren't fast (or correct) on the PS3
|
|
float FastLog2(float i); // log2( i )
|
|
float FastPow2(float i); // 2^i
|
|
float FastPow(float a, float b); // a^b
|
|
float FastPow10( float i ); // 10^i
|
|
#else
|
|
inline float FastLog2(float i) {return logbf(i);} // log2( i )
|
|
inline float FastPow2(float i) {return exp2f(i);} // 2^i
|
|
inline float FastPow(float a, float b) {return powf(a,b);} // a^b
|
|
#define LOGBASE2OF10 3.3219280948873623478703194294893901758648313930
|
|
inline float FastPow10( float i ) { return exp2f( i * LOGBASE2OF10 ); } // 10^i, transform to base two, so log2(10^y) = y log2(10) . log2(10) = 3.3219280948873623478703194294893901758648313930
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For testing float equality
|
|
//-----------------------------------------------------------------------------
|
|
|
|
inline bool CloseEnough( float a, float b, float epsilon = EQUAL_EPSILON )
|
|
{
|
|
return fabs( a - b ) <= epsilon;
|
|
}
|
|
|
|
inline bool CloseEnough( const Vector &a, const Vector &b, float epsilon = EQUAL_EPSILON )
|
|
{
|
|
return fabs( a.x - b.x ) <= epsilon &&
|
|
fabs( a.y - b.y ) <= epsilon &&
|
|
fabs( a.z - b.z ) <= epsilon;
|
|
}
|
|
|
|
// Fast compare
|
|
// maxUlps is the maximum error in terms of Units in the Last Place. This
|
|
// specifies how big an error we are willing to accept in terms of the value
|
|
// of the least significant digit of the floating point number’s
|
|
// representation. maxUlps can also be interpreted in terms of how many
|
|
// representable floats we are willing to accept between A and B.
|
|
// This function will allow maxUlps-1 floats between A and B.
|
|
bool AlmostEqual(float a, float b, int maxUlps = 10);
|
|
|
|
inline bool AlmostEqual( const Vector &a, const Vector &b, int maxUlps = 10)
|
|
{
|
|
return AlmostEqual( a.x, b.x, maxUlps ) &&
|
|
AlmostEqual( a.y, b.y, maxUlps ) &&
|
|
AlmostEqual( a.z, b.z, maxUlps );
|
|
}
|
|
|
|
inline Vector Approach( Vector target, Vector value, float speed )
|
|
{
|
|
Vector diff = (target - value);
|
|
float delta = diff.Length();
|
|
|
|
if ( delta > speed )
|
|
value += diff.Normalized() * speed;
|
|
else if ( delta < -speed )
|
|
value -= diff.Normalized() * speed;
|
|
else
|
|
value = target;
|
|
|
|
return value;
|
|
}
|
|
|
|
inline float Approach( float target, float value, float speed )
|
|
{
|
|
float delta = target - value;
|
|
|
|
#if defined(_X360) || defined( _PS3 ) // use conditional move for speed on 360
|
|
|
|
return fsel( delta-speed, // delta >= speed ?
|
|
value + speed, // if delta == speed, then value + speed == value + delta == target
|
|
fsel( (-speed) - delta, // delta <= -speed
|
|
value - speed,
|
|
target )
|
|
); // delta < speed && delta > -speed
|
|
|
|
#else
|
|
|
|
if ( delta > speed )
|
|
value += speed;
|
|
else if ( delta < -speed )
|
|
value -= speed;
|
|
else
|
|
value = target;
|
|
|
|
return value;
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
// return a 0..1 value based on the position of x between edge0 and edge1
|
|
inline float smoothstep_bounds(float edge0, float edge1, float x)
|
|
{
|
|
x = clamp((x - edge0)/(edge1 - edge0),0,1);
|
|
return x*x*(3 - 2*x);
|
|
}
|
|
|
|
// return a value between edge0 and edge1 based on the 0..1 value of x
|
|
inline float interpstep(float edge0, float edge1, float x)
|
|
{
|
|
return edge0 + (x * ( edge1 - edge0 ));
|
|
}
|
|
|
|
// on PPC we can do this truncate without converting to int
|
|
#if defined(_X360) || defined(_PS3)
|
|
inline double TruncateFloatToIntAsFloat( double flVal )
|
|
{
|
|
#if defined(_X360)
|
|
double flIntFormat = __fctiwz( flVal );
|
|
return __fcfid( flIntFormat );
|
|
#elif defined(_PS3)
|
|
#if defined(__SPU__)
|
|
int iVal = int(flVal);
|
|
return static_cast<double>(iVal);
|
|
#else
|
|
double flIntFormat = __builtin_fctiwz( flVal );
|
|
return __builtin_fcfid( flIntFormat );
|
|
#endif
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
inline double SubtractIntegerPart( double flVal )
|
|
{
|
|
#if defined(_X360) || defined(_PS3)
|
|
return flVal - TruncateFloatToIntAsFloat(flVal);
|
|
#else
|
|
return flVal - int(flVal);
|
|
#endif
|
|
}
|
|
|
|
|
|
inline void matrix3x4_t::InitFromQAngles( const QAngle &angles, const Vector &vPosition )
|
|
{
|
|
AngleMatrix( angles, vPosition, *this );
|
|
}
|
|
inline void matrix3x4_t::InitFromQAngles( const QAngle &angles ) { InitFromQAngles( angles, vec3_origin ); }
|
|
|
|
inline void matrix3x4_t::InitFromRadianEuler( const RadianEuler &angles, const Vector &vPosition )
|
|
{
|
|
AngleMatrix( angles, vPosition, *this );
|
|
}
|
|
|
|
inline void matrix3x4_t::InitFromRadianEuler( const RadianEuler &angles ) { InitFromRadianEuler( angles, vec3_origin ); }
|
|
|
|
inline void matrix3x4_t::InitFromQuaternion( const Quaternion &orientation, const Vector &vPosition )
|
|
{
|
|
QuaternionMatrix( orientation, vPosition, *this );
|
|
}
|
|
|
|
inline void matrix3x4_t::InitFromDiagonal( const Vector &vDiagonal )
|
|
{
|
|
SetToIdentity();
|
|
m_flMatVal[ 0 ][ 0 ] = vDiagonal.x;
|
|
m_flMatVal[ 1 ][ 1 ] = vDiagonal.y;
|
|
m_flMatVal[ 2 ][ 2 ] = vDiagonal.z;
|
|
}
|
|
|
|
|
|
inline void matrix3x4_t::InitFromQuaternion( const Quaternion &orientation ) { InitFromQuaternion( orientation, vec3_origin ); }
|
|
|
|
inline Quaternion matrix3x4_t::ToQuaternion() const
|
|
{
|
|
return MatrixQuaternion( *this );
|
|
}
|
|
|
|
inline QAngle matrix3x4_t::ToQAngle() const
|
|
{
|
|
QAngle tmp;
|
|
MatrixAngles( *this, tmp );
|
|
return tmp;
|
|
}
|
|
|
|
inline void matrix3x4_t::SetToIdentity()
|
|
{
|
|
SetIdentityMatrix( *this );
|
|
}
|
|
|
|
inline bool matrix3x4_t::IsEqualTo( const matrix3x4_t &other, float flTolerance ) const
|
|
{
|
|
return MatricesAreEqual( *this, other, flTolerance );
|
|
}
|
|
|
|
inline void matrix3x4_t::GetBasisVectorsFLU( Vector *pForward, Vector *pLeft, Vector *pUp ) const
|
|
{
|
|
return MatrixVectorsFLU( *this, pForward, pLeft, pUp );
|
|
}
|
|
|
|
inline Vector matrix3x4_t::TransformVector( const Vector &v0 ) const
|
|
{
|
|
return VectorTransform( v0, *this );
|
|
}
|
|
|
|
inline Vector matrix3x4_t::RotateVector( const Vector &v0 ) const
|
|
{
|
|
return VectorRotate( v0, *this );
|
|
}
|
|
|
|
inline Vector matrix3x4_t::TransformVectorByInverse( const Vector &v0 ) const
|
|
{
|
|
return VectorITransform( v0, *this );
|
|
}
|
|
|
|
inline Vector matrix3x4_t::RotateVectorByInverse( const Vector &v0 ) const
|
|
{
|
|
Vector tmp;
|
|
VectorIRotate( v0, *this, tmp );
|
|
return tmp;
|
|
}
|
|
|
|
inline Vector matrix3x4_t::RotateExtents( const Vector &vBoxExtents ) const
|
|
{
|
|
return Vector( DotProductAbs( vBoxExtents, m_flMatVal[ 0 ] ), DotProductAbs( vBoxExtents, m_flMatVal[ 1 ] ), DotProductAbs( vBoxExtents, m_flMatVal[ 2 ] ) );
|
|
}
|
|
|
|
inline Vector matrix3x4_t::GetColumn( MatrixAxisType_t nColumn ) const
|
|
{
|
|
return Vector( m_flMatVal[ 0 ][ nColumn ], m_flMatVal[ 1 ][ nColumn ], m_flMatVal[ 2 ][ nColumn ] );
|
|
}
|
|
|
|
inline void matrix3x4_t::SetColumn( const Vector &vColumn, MatrixAxisType_t nColumn )
|
|
{
|
|
m_flMatVal[ 0 ][ nColumn ] = vColumn.x;
|
|
m_flMatVal[ 1 ][ nColumn ] = vColumn.y;
|
|
m_flMatVal[ 2 ][ nColumn ] = vColumn.z;
|
|
}
|
|
|
|
inline void matrix3x4_t::InverseTR( matrix3x4_t &out ) const
|
|
{
|
|
::MatrixInvert( *this, out );
|
|
}
|
|
|
|
inline matrix3x4_t matrix3x4_t::InverseTR() const
|
|
{
|
|
matrix3x4_t out;
|
|
::MatrixInvert( *this, out );
|
|
return out;
|
|
}
|
|
|
|
inline void matrix3x4_t::TransformAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const
|
|
{
|
|
::TransformAABB( *this, vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut );
|
|
}
|
|
|
|
inline void matrix3x4_t::TransformAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const
|
|
{
|
|
::ITransformAABB( *this, vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut );
|
|
}
|
|
|
|
inline void matrix3x4_t::RotateAABB( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const
|
|
{
|
|
::RotateAABB( *this, vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut );
|
|
}
|
|
inline void matrix3x4_t::RotateAABBByInverse( const Vector &vecMinsIn, const Vector &vecMaxsIn, Vector &vecMinsOut, Vector &vecMaxsOut ) const
|
|
{
|
|
::IRotateAABB( *this, vecMinsIn, vecMaxsIn, vecMinsOut, vecMaxsOut );
|
|
}
|
|
|
|
inline void matrix3x4_t::TransformPlane( const cplane_t &inPlane, cplane_t &outPlane ) const
|
|
{
|
|
::MatrixTransformPlane( *this, inPlane, outPlane );
|
|
}
|
|
inline void matrix3x4_t::TransformPlaneByInverse( const cplane_t &inPlane, cplane_t &outPlane ) const
|
|
{
|
|
::MatrixITransformPlane( *this, inPlane, outPlane );
|
|
}
|
|
|
|
inline float matrix3x4_t::GetOrthogonalityError() const
|
|
{
|
|
return
|
|
fabsf( m_flMatVal[ 0 ][ 0 ] * m_flMatVal[ 0 ][ 1 ] + m_flMatVal[ 1 ][ 0 ] * m_flMatVal[ 1 ][ 1 ] + m_flMatVal[ 2 ][ 0 ] * m_flMatVal[ 2 ][ 1 ] ) +
|
|
fabsf( m_flMatVal[ 0 ][ 1 ] * m_flMatVal[ 0 ][ 2 ] + m_flMatVal[ 1 ][ 1 ] * m_flMatVal[ 1 ][ 2 ] + m_flMatVal[ 2 ][ 1 ] * m_flMatVal[ 2 ][ 2 ] ) +
|
|
fabsf( m_flMatVal[ 0 ][ 2 ] * m_flMatVal[ 0 ][ 0 ] + m_flMatVal[ 1 ][ 2 ] * m_flMatVal[ 1 ][ 0 ] + m_flMatVal[ 2 ][ 2 ] * m_flMatVal[ 2 ][ 0 ] );
|
|
}
|
|
|
|
inline matrix3x4_t Quaternion::ToMatrix() const
|
|
{
|
|
matrix3x4_t mat;
|
|
mat.InitFromQuaternion( *this );
|
|
return mat;
|
|
}
|
|
|
|
inline matrix3x4_t QAngle::ToMatrix() const
|
|
{
|
|
matrix3x4_t mat;
|
|
AngleMatrix( *this, mat );
|
|
return mat;
|
|
}
|
|
|
|
inline Quaternion QAngle::ToQuaternion() const
|
|
{
|
|
return AngleQuaternion( *this );
|
|
}
|
|
|
|
inline float matrix3x4_t::GetDeterminant() const
|
|
{
|
|
return
|
|
m_flMatVal[ 0 ][ 0 ] * ( m_flMatVal[ 1 ][ 1 ] * m_flMatVal[ 2 ][ 2 ] - m_flMatVal[ 2 ][ 1 ] * m_flMatVal[ 1 ][ 2 ] )
|
|
- m_flMatVal[ 0 ][ 1 ] * ( m_flMatVal[ 1 ][ 0 ] * m_flMatVal[ 2 ][ 2 ] - m_flMatVal[ 1 ][ 2 ] * m_flMatVal[ 2 ][ 0 ] )
|
|
+ m_flMatVal[ 0 ][ 2 ] * ( m_flMatVal[ 1 ][ 0 ] * m_flMatVal[ 2 ][ 1 ] - m_flMatVal[ 1 ][ 1 ] * m_flMatVal[ 2 ][ 0 ] );
|
|
}
|
|
|
|
inline float GetRelativeDifferenceSqr( const Vector &a, const Vector &b )
|
|
{
|
|
return ( a - b ).LengthSqr() / Max( 1.0f, Max( a.LengthSqr(), b.LengthSqr() ) );
|
|
}
|
|
|
|
|
|
inline float GetRelativeDifference( const Vector &a, const Vector &b )
|
|
{
|
|
return sqrtf( GetRelativeDifferenceSqr( a, b ) );
|
|
}
|
|
|
|
|
|
// a good measure of relative error between two TR matrices, perhaps with a reasonable scale
|
|
inline float GetRelativeDifference( const matrix3x4_t &a, const matrix3x4_t &b )
|
|
{
|
|
return sqrtf( Max( Max( GetRelativeDifferenceSqr( a.GetColumn( X_AXIS ), b.GetColumn( X_AXIS ) ),
|
|
GetRelativeDifferenceSqr( a.GetColumn( Y_AXIS ), b.GetColumn( Y_AXIS ) ) ),
|
|
Max( GetRelativeDifferenceSqr( a.GetColumn( Z_AXIS ), b.GetColumn( Z_AXIS ) ),
|
|
GetRelativeDifferenceSqr( a.GetOrigin(), b.GetOrigin() ) )
|
|
)
|
|
);
|
|
}
|
|
|
|
|
|
|
|
inline float matrix3x4_t::GetSylvestersCriterion()const
|
|
{
|
|
// http://en.wikipedia.org/wiki/Sylvester%27s_criterion
|
|
float flDet1 = m_flMatVal[ 0 ][ 0 ];
|
|
float flDet2 = m_flMatVal[ 0 ][ 0 ] * m_flMatVal[ 1 ][ 1 ] - m_flMatVal[ 1 ][ 0 ] * m_flMatVal[ 0 ][ 1 ];
|
|
float flDet3 = GetDeterminant();
|
|
return MIN( MIN( flDet1, flDet2 ), flDet3 );
|
|
}
|
|
|
|
|
|
|
|
// Generate the corner points of a box:
|
|
// +y _+z
|
|
// ^ /|
|
|
// | /
|
|
// | 3---7
|
|
// /| /|
|
|
// / | / |
|
|
// 2---6 |
|
|
// | 1|--5
|
|
// | / | /
|
|
// |/ |/
|
|
// 0---4 --> +x
|
|
//
|
|
void PointsFromBox( const Vector &mins, const Vector &maxs, Vector *points );
|
|
void BuildTransformedBox( Vector *v2, Vector const &bbmin, Vector const &bbmax, const matrix3x4_t& m );
|
|
|
|
|
|
|
|
#endif // MATH_BASE_H
|
|
|