Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef COORDSIZE_H
#define COORDSIZE_H
#pragma once
#include "worldsize.h"
// OVERALL Coordinate Size Limits used in COMMON.C MSG_*BitCoord() Routines (and someday the HUD)
#define COORD_INTEGER_BITS 14
#define COORD_FRACTIONAL_BITS 5
#define COORD_DENOMINATOR (1<<(COORD_FRACTIONAL_BITS))
#define COORD_RESOLUTION (1.0/(COORD_DENOMINATOR))
// Special threshold for networking multiplayer origins
#define COORD_INTEGER_BITS_MP 11
#define COORD_FRACTIONAL_BITS_MP_LOWPRECISION 3
#define COORD_DENOMINATOR_LOWPRECISION (1<<(COORD_FRACTIONAL_BITS_MP_LOWPRECISION))
#define COORD_RESOLUTION_LOWPRECISION (1.0/(COORD_DENOMINATOR_LOWPRECISION))
#define NORMAL_FRACTIONAL_BITS 11
#define NORMAL_DENOMINATOR ( (1<<(NORMAL_FRACTIONAL_BITS)) - 1 )
#define NORMAL_RESOLUTION (1.0/(NORMAL_DENOMINATOR))
// this is limited by the network fractional bits used for coords
// because net coords will be only be accurate to 5 bits fractional
// Standard collision test epsilon
// 1/32nd inch collision epsilon
#define DIST_EPSILON (0.03125)
// Verify that coordsize.h and worldsize.h are consistently defined
#if (MAX_COORD_INTEGER != (1<<COORD_INTEGER_BITS) )
#error MAX_COORD_INTEGER does not match COORD_INTEGER_BITS
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////
// The following are Bit Packing Diagrams for client/server Coordinate BitField Messages
///////////////////////////////////////////////////////////////////////////////////////////////////////
//
// "Coordinates" = +/-16384.9375 (21 Bits Max)
//
// | IntegerFlagBit:1 | FractionFlagBit:1 | SignBit:1 | IntegerField:14 | FractionPart:4 | Total
// --------------------------------------------------------------------------------------------------
// 0 0 - - - 2
// 0 1 x - xxxx 7
// 1 0 x xxxxxxxxxxxxx - 17
// 1 1 x xxxxxxxxxxxxx xxxx 21
//
///////////////////////////////////////////////////////////////////////////////////////////////////////
//
// "Vec3Coordinate" = Up to 3 Coordinates (66 Bits Max)
//
// | NonZeroX:1 | NonZeroY:1 | NonZeroZ:1 | 0..3 "Coordinates" | BitField Total
// -------------------------------------------------------------------------------
// 0 0 0 - 3
// 0 0 1 7..21 Bits 10..24
// 0 1 0 7..21 Bits 10..24
// 1 0 0 7..21 Bits 10..24
// 0 1 1 14..42 Bits 17..45
// 1 1 0 14..42 Bits 17..45
// 1 0 1 14..42 Bits 17..45
// 1 1 1 21..63 Bits 24..66
//
///////////////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////////////
// The following are Bit Packing Diagrams for client/server Normal BitField Messages
///////////////////////////////////////////////////////////////////////////////////////////////////////
//
// "Normals" = +/-1.0 (12 Bits Total)
//
// The only gotcha here is that normalization occurs so that
// 011111111111 = +1.0 and 1111111111111 = -1.0
//
// | SignBit:1 | FractionPart:11 | Total
// --------------------------------------------------------------------------------------------------
// 1 xxxxxxxxxxx 12
//
///////////////////////////////////////////////////////////////////////////////////////////////////////
//
// "Vec3Normal" = Up to 3 Coordinates (27 Bits Max)
//
// | NonZeroX:1 | NonZeroY:1 | 0..2 "Coordinates" | Z Sign Bit | BitField Total
// -------------------------------------------------------------------------------
// 0 0 - x 3
// 0 1 12 Bits x 14
// 1 0 12 Bits x 14
// 1 1 24 Bits x 27
//
///////////////////////////////////////////////////////////////////////////////////////////////////////
#endif // COORDSIZE_H