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Maths.h
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#pragma once
#include <assert.h>
#include <d3dx9.h>
#define COLLISION_RAY_PIERCABILITY 10
#define RWI_RAY_PIERCABILITY_MASK 0x0F
#define BONE_ATTACH_ENTITY_LINK_PREFIX "@"
#define ENTITY_LINK_NAME_MAX_LENGTH 31
typedef unsigned int EntityId;
struct Matrix33;
float clamp(float X, float Min, float Max)
{
X = (X + Max - fabsf(X - Max))*0.5f;
X = (X + Min + fabsf(X - Min))*0.5f;
return X;
}
int FloatU32(const float x)
{
union { int ui; float f; } cvt;
cvt.f = x;
return cvt.ui;
}
#define FloatU32ExpMask (0xFF << 23)
bool NumberValid(const float& x)
{
int i = FloatU32(x);
int expmask = FloatU32ExpMask;
int iexp = i & expmask;
bool invalid = (iexp == expmask);
if (invalid)
{
int i = 0x7F800001;
float fpe = *(float*)(&i);
}
return !invalid;
}
float isqrt_tpl(float op) { return 1.0f / sqrt(op); }
float fabs_tpl(float op) { return fabs(op); }
void cry_sincos(float angle, float* pSin, float* pCos) { *pSin = (sin(angle)); *pCos = (cos(angle)); }
void sincos(float angle, float* pSin, float* pCos) { cry_sincos(angle, pSin, pCos); }
float isqrt_safe_tpl(float op) { return 1.0f / sqrt(op + (float)DBL_MIN); }
float asin_tpl(float op) { return asin(clamp(op, -1.0f, +1.0f)); }
float g_PI = 3.14159265358979323846264338327950288419716939937510f;
float atan2_tpl(float op1, float op2) { return atan2(op1, op2); }
struct Vec3
{
float x;
float y;
float z;
bool IsValid() const
{
if (!NumberValid(x)) return false;
if (!NumberValid(y)) return false;
if (!NumberValid(z)) return false;
return true;
}
float GetLengthSquared() const { return x*x + y*y + z*z; }
bool IsUnit(float epsilon = 0.05f) const
{
return (fabs_tpl(1 - GetLengthSquared()) <= epsilon);
}
Vec3 GetNormalized() const
{
float fInvLen = isqrt_safe_tpl(x*x + y*y + z*z);
Vec3 out = *this;
out.x *= fInvLen;
out.y *= fInvLen;
out.z *= fInvLen;
return out;
}
Vec3 GetNormalizedSafe(const struct Vec3& safe) const
{
float fLen2 = x*x + y*y + z*z;
if (fLen2 > 0.0f)
{
float fInvLen = isqrt_tpl(fLen2);
Vec3 out;
out.x = safe.x*fInvLen;
out.y = safe.y*fInvLen;
out.z = safe.z*fInvLen;
return out;
}
else
{
return safe;
}
}
void Normalize()
{
assert(this->IsValid());
float fInvLen = isqrt_safe_tpl(x*x + y*y + z*z);
x *= fInvLen; y *= fInvLen; z *= fInvLen;
}
void Set(float xval, float yval, float zval)
{
x = xval;
y = yval;
z = zval;
}
Vec3& normalize()
{
float len2 = x*x + y*y + z*z;
#if defined(XENON) || (defined(PS3) && !defined(__SPU__))
const F rlen = isqrt_tpl(len2 + 1E-20f);
x *= rlen; y *= rlen; z *= rlen;
const F cRev = -len2;
x = (F)__fsel(cRev, (F)0.f, x);
y = (F)__fsel(cRev, (F)0.f, y);
z = (F)__fsel(cRev, (F)1.f, z);
#else
if (len2>1e-20f)
{
float rlen = isqrt_tpl(len2);
x *= rlen; y *= rlen; z *= rlen;
}
else
Set(0, 0, 1);
#endif
return *this;
}
float Dot(const Vec3 &vec1, const Vec3 &vec2)
{
return vec1.x * vec2.x + vec1.y * vec2.y + vec1.z * vec2.z;
}
float Dot(const Vec3 &vec) const
{
return x * vec.x + y * vec.y + z * vec.z;
}
Vec3 operator+(const Vec3 &vector) const
{
return Vec3{ x + vector.x, y + vector.y, z + vector.z };
}
void operator+=(const Vec3 &vector)
{
x += vector.x;
y += vector.y;
z += vector.z;
}
Vec3 operator-(const Vec3 &vector) const
{
return Vec3{ x - vector.x, y - vector.y, z - vector.z };
}
void operator-=(const Vec3 &vector)
{
x -= vector.x;
y -= vector.y;
z -= vector.z;
}
Vec3 operator*(const Vec3 &vector) const
{
return Vec3{ x * vector.x, y * vector.y, z * vector.z };
}
void operator*=(const float &value)
{
x *= value;
y *= value;
z *= value;
}
Vec3 operator/(const float &value) const
{
return Vec3{ x / value, y / value, z / value };
}
void operator/=(const float &value)
{
x /= value;
y /= value;
z /= value;
}
};
struct Vec3Constants
{
static const Vec3 fVec3_Zero;
static const Vec3 fVec3_OneX;
};
struct Matrix33
{
float m00, m01, m02;
float m10, m11, m12;
float m20, m21, m22;
bool IsValid() const
{
if (!NumberValid(m00)) return false;
if (!NumberValid(m01)) return false;
if (!NumberValid(m02)) return false;
if (!NumberValid(m10)) return false;
if (!NumberValid(m11)) return false;
if (!NumberValid(m12)) return false;
if (!NumberValid(m20)) return false;
if (!NumberValid(m21)) return false;
if (!NumberValid(m22)) return false;
return true;
}
void SetRotationVDir(const Vec3& vdir)
{
m00 = 1;
m01 = 0;
m02 = 0;
m10 = 0;
m11 = 0;
m12 = -vdir.z;
m20 = 0;
m21 = vdir.z;
m22 = 0;
float l = sqrt(vdir.x*vdir.x + vdir.y*vdir.y);
if (l > 0.0001)
{
float xl = -vdir.x / l; float yl = vdir.y / l;
m00 = (yl);
m01 = (vdir.x);
m02 = (xl*vdir.z);
m10 = (xl);
m11 = (vdir.y);
m12 = (-vdir.z*yl);
m20 = 0;
m21 = (vdir.z);
m22 = (l);
}
}
Matrix33(const Vec3& vx, const Vec3& vy, const Vec3& vz)
{
m00 = (vx.x);
m01 = (vy.x);
m02 = (vz.x);
m10 = (vx.y);
m11 = (vy.y);
m12 = (vz.y);
m20 = (vx.z);
m21 = (vy.z);
m22 = (vz.z);
}
};
struct Ang3
{
float x;
float y;
float z;
void Set(float xval, float yval, float zval) { x = xval; y = yval; z = zval; }
void operator () (float vx, float vy, float vz) { x = vx; y = vy; z = vz; };
Ang3(const Matrix33& m)
{
y = asin_tpl(max(-1.0f, min(1.0f, -m.m20)));
if (fabs_tpl(fabs_tpl(y) - (g_PI*0.5f))<0.01f)
{
x = 0;
z = atan2_tpl(-m.m01, m.m11);
}
else {
x = atan2_tpl(m.m21, m.m22);
z = atan2_tpl(m.m10, m.m00);
}
}
bool IsValid() const
{
if (!NumberValid(x)) return false;
if (!NumberValid(y)) return false;
if (!NumberValid(z)) return false;
return true;
}
};
class Quat
{
public:
Vec3 v;
float w;
bool IsValid() const
{
if (!NumberValid(v.x)) return false;
if (!NumberValid(v.y)) return false;
if (!NumberValid(v.z)) return false;
if (!NumberValid(w)) return false;
return true;
}
friend float operator | (const Quat& q, const Quat& p)
{
assert(q.v.IsValid());
assert(p.v.IsValid());
return (q.v.x*p.v.x + q.v.y*p.v.y + q.v.z*p.v.z + q.w*p.w);
}
friend Quat operator - (const Quat &q, const Quat &p)
{
Quat ret;
ret.w = q.w - p.w;
ret.v.x = q.v.x - p.v.x;
ret.v.y = q.v.y - p.v.y;
ret.v.z = q.v.z - p.v.z;
return ret;
}
void Normalize(void)
{
float d = isqrt_tpl(w*w + v.x*v.x + v.y*v.y + v.z*v.z);
w *= d;
v.x *= d;
v.y *= d;
v.z *= d;
}
void SetNlerp(const Quat &p, const Quat &tq, float t)
{
Quat q = tq;
assert(p.IsValid());
assert(q.IsValid());
if ((p | q) < 0)
{
float qx = -q.v.x;
float qy = -q.v.y;
float qz = -q.v.z;
q.v.x = qx;
q.v.y = qy;
q.v.z = qz;
}
v.x = p.v.x*(1.0f - t) + q.v.x*t;
v.y = p.v.y*(1.0f - t) + q.v.y*t;
v.z = p.v.z*(1.0f - t) + q.v.z*t;
w = p.w *(1.0f - t) + q.w *t;
Normalize();
}
void SetSlerp(const Quat &tp, const Quat &tq, float t)
{
assert(tp.IsValid());
Quat p, q;
p = tp;
q = tq;
Quat q2;
float cosine = (p | q);
if (cosine < 0.0f)
{
float qx = -q.v.x;
float qy = -q.v.y;
float qz = -q.v.z;
cosine = -cosine;
q.v.x = qx;
q.v.y = qy;
q.v.z = qz;
}
if (cosine > 0.9999f)
{
SetNlerp(p, q, t);
return;
}
q2.w = q.w - p.w*cosine;
q2.v.x = q.v.x - p.v.x*cosine;
q2.v.y = q.v.y - p.v.y*cosine;
q2.v.z = q.v.z - p.v.z*cosine;
float sine = sqrt(q2 | q2);
float s, c;
sincos(atan2(sine, cosine)*t, &s, &c);
w = (p.w*c + q2.w*s / sine);
v.x = (p.v.x*c + q2.v.x*s / sine);
v.y = (p.v.y*c + q2.v.y*s / sine);
v.z = (p.v.z*c + q2.v.z*s / sine);
}
static Quat CreateSlerp(const Quat &p, const Quat &tq, float t)
{
Quat d;
d.SetSlerp(p, tq, t);
return d;
}
Quat(const Matrix33& m)
{
float s, p, tr = m.m00 + m.m11 + m.m22;
w = 1, v.x = 0, v.y = 0, v.z = 0;
if (tr>0)
s = sqrt(tr + 1.0f), p = 0.5f / s, w = s*0.5f, v.x = (m.m21 - m.m12)*p, v.y = (m.m02 - m.m20)*p, v.z = (m.m10 - m.m01)*p;
else if ((m.m00 >= m.m11) && (m.m00 >= m.m22))
s = sqrt(m.m00 - m.m11 - m.m22 + 1.0f), p = 0.5f / s, w = (m.m21 - m.m12)*p, v.x = s*0.5f, v.y = (m.m10 + m.m01)*p, v.z = (m.m20 + m.m02)*p;
else if ((m.m11 >= m.m00) && (m.m11 >= m.m22))
s = sqrt(m.m11 - m.m22 - m.m00 + 1.0f), p = 0.5f / s, w = (m.m02 - m.m20)*p, v.x = (m.m01 + m.m10)*p, v.y = s*0.5f, v.z = (m.m21 + m.m12)*p;
else if ((m.m22 >= m.m00) && (m.m22 >= m.m11))
s = sqrt(m.m22 - m.m00 - m.m11 + 1.0f), p = 0.5f / s, w = (m.m10 - m.m01)*p, v.x = (m.m02 + m.m20)*p, v.y = (m.m12 + m.m21)*p, v.z = s*0.5f;
}
void SetRotationVDir(const Vec3& vdir)
{
w = (0.70710676908493042f);
v.x = (vdir.z*0.70710676908493042f);
v.y = (0.0f);
v.z = (0.0f);
float l = sqrt(vdir.x*vdir.x + vdir.y*vdir.y);
if (l>(0.00001))
{
Vec3 hv;
hv.x = vdir.x / l;
hv.y = vdir.y / l + 1.0f;
hv.z = l + 1.0f;
float r = sqrt(hv.x*hv.x + hv.y*hv.y);
float s = sqrt(hv.z*hv.z + vdir.z*vdir.z);
float hacos0 = 0.0;
float hasin0 = -1.0;
if (r>(0.00001)) { hacos0 = hv.y / r; hasin0 = -hv.x / r; }
float hacos1 = hv.z / s;
float hasin1 = vdir.z / s;
w = (hacos0*hacos1);
v.x = (hacos0*hasin1);
v.y = (hasin0*hasin1);
v.z = (hasin0*hacos1);
}
}
static Quat CreateRotationVDir(const Vec3& vdir) { Quat q; q.SetRotationVDir(vdir); return q; }
Quat CreateRotationVDir_(const Vec3& vdir, float roll) { Quat q; q.SetRotationVDir_2(vdir, roll); return q; }
void SetRotationVDir_2(const Vec3& vdir, float r)
{
SetRotationVDir(vdir);
float sy, cy; sincos(r*0.5f, &sy, &cy);
float vx = v.x, vy = v.y;
v.x = (vx*cy - v.z*sy); v.y = (w*sy + vy*cy); v.z = (v.z*cy + vx*sy); w = (w*cy - vy*sy);
}
Quat Quat::CreateRotationXYZ(const Ang3 &a)
{
assert(a.IsValid());
Quat q;
q.SetRotationXYZ(a);
return q;
}
void Quat::SetRotationXYZ(const Ang3 &a)
{
assert(a.IsValid());
float sx, cx; sincos((a.x*0.5f), &sx, &cx);
float sy, cy; sincos((a.y*0.5f), &sy, &cy);
float sz, cz; sincos((a.z*0.5f), &sz, &cz);
w = cx*cy*cz + sx*sy*sz;
v.x = cz*cy*sx - sz*sy*cx;
v.y = cz*sy*cx + sz*cy*sx;
v.z = sz*cy*cx - cz*sy*sx;
}
void Quat::SetRotationZ(float r)
{
float s, c;
sincos((r*0.5f), &s, &c);
w = c;
v.x = 0;
v.y = 0;
v.z = s;
}
Quat Quat::CreateRotationZ(float r)
{
Quat q;
q.SetRotationZ(r);
return q;
}
Quat(){}
};
class QuatT
{
public:
Quat q;
Vec3 t;
bool IsValid() const
{
if (!t.IsValid()) return false;
if (!q.IsValid()) return false;
return true;
}
QuatT(){}
};
struct Matrix34
{
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
Matrix34() {}
Vec3 GetTranslation(){ Vec3 mf; mf.x = m03; mf.y = m13; mf.z = m23; return Vec3(mf); }
Vec3 GetColumn1() { Vec3 F; F.x = m01; F.y = m11; F.z = m21; return Vec3(F); }
void SetTranslation(Vec3 Vector){ m03 = Vector.x; m13 = Vector.y; m23 = Vector.z; }
Matrix34(const QuatT& q)
{
assert(q.q.IsValid());
Vec3 v2 = {0, 0, 0};
v2.x = (q.q.v.x) + (q.q.v.x);
float xx = 1 - v2.x*q.q.v.x; float yy = v2.y*q.q.v.y; float xw = v2.x*q.q.w;
float xy = v2.y*q.q.v.x; float yz = v2.z*q.q.v.y; float yw = v2.y*q.q.w;
float xz = v2.z*q.q.v.x; float zz = v2.z*q.q.v.z; float zw = v2.z*q.q.w;
m00 = float(1 - yy - zz); m01 = float(xy - zw); m02 = float(xz + yw); m03 = float(q.t.x);
m10 = float(xy + zw); m11 = float(xx - zz); m12 = float(yz - xw); m13 = float(q.t.y);
m20 = float(xz - yw); m21 = float(yz + xw); m22 = float(xx - yy); m23 = float(q.t.z);
}
void SetTranslationAndRotation(Vec3 Pos, const Vec3& Rotation)
{
float sinX = sin(Rotation.x);
float cosX = cos(Rotation.x);
float sinY = sin(Rotation.y);
float cosY = cos(Rotation.y);
float sinZ = sin(Rotation.z);
float cosZ = cos(Rotation.z);
m00 = cosY * cosZ;
m01 = sinX * sinY * cosZ - cosX * sinZ;
m02 = cosX * sinY * cosZ + sinX * sinZ;
m03 = Pos.x;
m10 = cosY * sinZ;
m11 = sinX * sinY * sinZ + cosX * cosZ;
m12 = cosX * sinY * sinZ - sinX * cosZ;
m13 = Pos.y;
m20 = -sinY;
m21 = sinX * cosY;
m22 = cosX * cosY;
m23 = Pos.z;
}
void SetRotationXYZ(const Vec3& radian)
{
float sinX = sin(radian.x);
float cosX = cos(radian.x);
float sinY = sin(radian.y);
float cosY = cos(radian.y);
float sinZ = sin(radian.z);
float cosZ = cos(radian.z);
m00 = cosY * cosZ;
m01 = sinX * sinY * cosZ - cosX * sinZ;
m02 = cosX * sinY * cosZ + sinX * sinZ;
m03 = 0.f;
m10 = cosY * sinZ;
m11 = sinX * sinY * sinZ + cosX * cosZ;
m12 = cosX * sinY * sinZ - sinX * cosZ;
m13 = 0.f;
m20 = -sinY;
m21 = sinX * cosY;
m22 = cosX * cosY;
m23 = 0.f;
}
bool GetRotationXYZ(Vec3* radian)
{
float yRadian = asin(-m20);
radian->y = yRadian;
if (yRadian < (D3DX_PI/2))
{
if (yRadian > -(D3DX_PI / 2))
{
radian->x = atan2(m21, m22);
radian->z = atan2(m10, m00);
return true;
}
else
{
radian->x = -atan2(m01, m11);
radian->z = 0.f;
return false;
}
}
else
{
radian->x = atan2(m01, m11);
radian->z = 0.f;
return false;
}
}
bool IsValid() const
{
if (!NumberValid(m00)) return false; if (!NumberValid(m01)) return false; if (!NumberValid(m02)) return false; if (!NumberValid(m03)) return false;
if (!NumberValid(m10)) return false; if (!NumberValid(m11)) return false; if (!NumberValid(m12)) return false; if (!NumberValid(m13)) return false;
if (!NumberValid(m20)) return false; if (!NumberValid(m21)) return false; if (!NumberValid(m22)) return false; if (!NumberValid(m23)) return false;
return true;
}
friend Matrix34 operator * (const Matrix34& l, const Matrix34& r)
{
assert(l.IsValid());
assert(r.IsValid());
Matrix34 m = r;
m.m00 = l.m00*r.m00 + l.m01*r.m10 + l.m02*r.m20;
m.m10 = l.m10*r.m00 + l.m11*r.m10 + l.m12*r.m20;
m.m20 = l.m20*r.m00 + l.m21*r.m10 + l.m22*r.m20;
m.m01 = l.m00*r.m01 + l.m01*r.m11 + l.m02*r.m21;
m.m11 = l.m10*r.m01 + l.m11*r.m11 + l.m12*r.m21;
m.m21 = l.m20*r.m01 + l.m21*r.m11 + l.m22*r.m21;
m.m02 = l.m00*r.m02 + l.m01*r.m12 + l.m02*r.m22;
m.m12 = l.m10*r.m02 + l.m11*r.m12 + l.m12*r.m22;
m.m22 = l.m20*r.m02 + l.m21*r.m12 + l.m22*r.m22;
m.m03 = l.m00*r.m03 + l.m01*r.m13 + l.m02*r.m23 + l.m03;
m.m13 = l.m10*r.m03 + l.m11*r.m13 + l.m12*r.m23 + l.m13;
m.m23 = l.m20*r.m03 + l.m21*r.m13 + l.m22*r.m23 + l.m23;
return m;
}
};
struct AABB {
Vec3 min;
Vec3 max;
};
struct Quat_R{
float x;
float y;
float z;
float w;
};
Matrix33 ConvertToMatrix33(const Matrix34& Input)
{
Vec3 vNULL = { 0, 0, 0 };
assert(Input.IsValid());
Matrix33 Output = Matrix33(vNULL, vNULL, vNULL);
Output.m00 = (Input.m00);
Output.m01 = (Input.m01);
Output.m02 = (Input.m02);
Output.m10 = (Input.m10);
Output.m11 = (Input.m11);
Output.m12 = (Input.m12);
Output.m20 = (Input.m20);
Output.m21 = (Input.m21);
Output.m22 = (Input.m22);
return Output;
}