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fs2open.github.com/code/math/vecmat.h
T
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* Object Update Refactor

    1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
    2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
    3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
    4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
    5. Better handles out of order packets (but can still use their information if recent enough!)
    6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
    7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
    8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.

* Fix edge case crash and Incorporate feedback

* Clean Up Interpolate Angles Quick

* Restrain the client

* How was this still here???

* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define

* Fix Way to Store Return Values

* Ok travis, we get it

* Ok travis.........
2020-10-08 15:29:06 -04:00

657 lines
26 KiB
C++
Executable File

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef _VECMAT_H
#define _VECMAT_H
#include "globalincs/pstypes.h"
#include "math/floating.h"
#define vm_is_vec_nan(v) (fl_is_nan((v)->xyz.x) || fl_is_nan((v)->xyz.y) || fl_is_nan((v)->xyz.z))
//Macros/functions to fill in fields of structures
//macro to check if vector is zero
#define IS_VEC_NULL_SQ_SAFE(v) (IS_NEAR_ZERO((v)->xyz.x, 1e-16) && \
IS_NEAR_ZERO((v)->xyz.y, 1e-16) && \
IS_NEAR_ZERO((v)->xyz.z, 1e-16))
#define IS_VEC_NULL(v) (IS_NEAR_ZERO((v)->xyz.x, 1e-36) && \
IS_NEAR_ZERO((v)->xyz.y, 1e-36) && \
IS_NEAR_ZERO((v)->xyz.z, 1e-36))
#define IS_MAT_NULL(v) (IS_VEC_NULL(&(v)->vec.fvec) && IS_VEC_NULL(&(v)->vec.uvec) && IS_VEC_NULL(&(v)->vec.rvec))
//macro to set a vector to zero. we could do this with an in-line assembly
//macro, but it's probably better to let the compiler optimize it.
//Note: NO RETURN VALUE
#define vm_vec_zero(v) (v)->xyz.x=(v)->xyz.y=(v)->xyz.z=0.0f
//macro to set a vector to zero. we could do this with an in-line assembly
//macro, but it's probably better to let the compiler optimize it.
//Note: NO RETURN VALUE
#define vm_mat_zero(m) (vm_vec_zero(&(m)->vec.rvec), vm_vec_zero(&(m)->vec.uvec), vm_vec_zero(&(m)->vec.fvec))
/*
//macro to set a matrix to the identity. Note: NO RETURN VALUE
#define vm_set_identity(m) do {m->rvec.x = m->uvec.y = m->fvec.z = (float)1.0; \
m->rvec.y = m->rvec.z = \
m->uvec.x = m->uvec.z = \
m->fvec.x = m->fvec.y = (float)0.0;} while (0)
*/
extern void vm_set_identity(matrix *m);
#define vm_vec_make(v,_x,_y,_z) ((v)->xyz.x=(_x), (v)->xyz.y=(_y), (v)->xyz.z=(_z))
//Global constants
extern vec3d vmd_zero_vector;
extern vec3d vmd_scale_identity_vector;
extern vec3d vmd_x_vector;
extern vec3d vmd_y_vector;
extern vec3d vmd_z_vector;
extern matrix vmd_zero_matrix;
extern matrix vmd_identity_matrix;
extern matrix4 vmd_zero_matrix4;
extern angles vmd_zero_angles;
//Here's a handy constant
#define ZERO_VECTOR { { { 0.0f, 0.0f, 0.0f } } }
#define SCALE_IDENTITY_VECTOR { { { 1.0f, 1.0f, 1.0f } } }
//#define IDENTITY_MATRIX {1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f}
// first set of inside braces is for union, second set is for inside union, then for a2d[3][3] (some compiler warning messages just suck)
//#define IDENTITY_MATRIX { { { {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 1.0f} } } }
#define IDENTITY_MATRIX { { { { { { 1.0f, 0.0f, 0.0f } } }, { { { 0.0f, 1.0f, 0.0f } } }, { { { 0.0f, 0.0f, 1.0f } } } } } }
#define ZERO_MATRIX { { { ZERO_VECTOR, ZERO_VECTOR, ZERO_VECTOR } } }
#define ZERO_VECTOR4 { { { 0.0f, 0.0f, 0.0f, 0.0f } } }
#define ZERO_MATRIX4 { { { ZERO_VECTOR4, ZERO_VECTOR4, ZERO_VECTOR4, ZERO_VECTOR4 } } }
//fills in fields of an angle vector
#define vm_angvec_make(v,_p,_b,_h) (((v)->p=(_p), (v)->b=(_b), (v)->h=(_h)), (v))
//negate a vector
#define vm_vec_negate(v) do {(v)->xyz.x = - (v)->xyz.x; (v)->xyz.y = - (v)->xyz.y; (v)->xyz.z = - (v)->xyz.z;} while (false);
typedef struct plane {
float A, B, C, D;
} plane;
//Functions in library
//adds two vectors, fills in dest, returns ptr to dest
//ok for dest to equal either source, but should use vm_vec_add2() if so
void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1);
//adds src onto dest vector, returns ptr to dest
void vm_vec_add2(vec3d *dest, const vec3d *src);
//scales a vector and subs from to another
//dest -= k * src
void vm_vec_scale_sub2(vec3d *dest, const vec3d *src, float k);
//subs two vectors, fills in dest, returns ptr to dest
//ok for dest to equal either source, but should use vm_vec_sub2() if so
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1);
//subs one vector from another, returns ptr to dest
//dest can equal source
void vm_vec_sub2(vec3d *dest, const vec3d *src);
//averages n vectors
vec3d *vm_vec_avg_n(vec3d *dest, int n, const vec3d src[]);
//averages two vectors. returns ptr to dest
//dest can equal either source
vec3d *vm_vec_avg(vec3d *dest, const vec3d *src0, const vec3d *src1);
vec3d *vm_vec_avg3(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2);
//averages four vectors. returns ptr to dest
//dest can equal any source
vec3d *vm_vec_avg4(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2, const vec3d *src3);
//scales a vector in place. returns ptr to vector
void vm_vec_scale(vec3d *dest, float s);
//scales a 4-component vector in place. returns ptr to vector
void vm_vec_scale(vec4 *dest, float s);
//scales and copies a vector. returns ptr to dest
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s);
//scales a vector, adds it to another, and stores in a 3rd vector
//dest = src1 + k * src2
void vm_vec_scale_add(vec3d *dest, const vec3d *src1, const vec3d *src2, float k);
void vm_vec_scale_sub(vec3d *dest, const vec3d *src1, const vec3d *src2, float k);
//scales a vector and adds it to another
//dest += k * src
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k);
//scales a vector in place, taking n/d for scale. returns ptr to vector
//dest *= n/d
void vm_vec_scale2(vec3d *dest, float n, float d);
bool vm_vec_equal(const vec2d &self, const vec2d &other);
bool vm_vec_equal(const vec3d &self, const vec3d &other);
bool vm_vec_equal(const vec4 &self, const vec4 &other);
bool vm_matrix_equal(const matrix &self, const matrix &other);
bool vm_matrix_equal(const matrix4 &self, const matrix4 &other);
// finds the projection of source vector along a unit vector
// returns the magnitude of the component
float vm_vec_projection_parallel (vec3d *component, const vec3d *src, const vec3d *unit_vector);
// finds the projection of source vector onto a surface given by surface normal
void vm_vec_projection_onto_plane (vec3d *projection, const vec3d *src, const vec3d *normal);
//returns magnitude of a vector
float vm_vec_mag(const vec3d *v);
// returns the square of the magnitude of a vector (useful if comparing distances)
float vm_vec_mag_squared(const vec3d* v);
// returns the square of the distance between two points (fast and exact)
float vm_vec_dist_squared(const vec3d *v0, const vec3d *v1);
//computes the distance between two points. (does sub and mag)
float vm_vec_dist(const vec3d *v0, const vec3d *v1);
// these are now deprecated because experimental testing on Discord has found
// that they are actually *slower* than their counterparts
#define vm_vec_mag_quick vm_vec_mag
#define vm_vec_dist_quick vm_vec_dist
#define vm_vec_copy_normalize_quick vm_vec_copy_normalize
#define vm_vec_normalize_quick vm_vec_normalize
#define vm_vec_normalized_dir_quick vm_vec_normalized_dir
#define vm_vec_rand_vec_quick vm_vec_rand_vec
//normalize a vector. returns mag of source vec
float vm_vec_copy_normalize(vec3d *dest, const vec3d *src);
float vm_vec_normalize(vec3d *v);
// This version of vector normalize checks for the null vector before normalization.
// If it is detected, it generates a Warning() and returns the vector 1, 0, 0.
float vm_vec_normalize_safe(vec3d *v);
//return the normalized direction vector between two points
//dest = normalized(end - start). Returns mag of direction vector
// Returns mag of direction vector
//NOTE: the order of the parameters matches the vector subtraction
float vm_vec_normalized_dir(vec3d *dest,const vec3d *end, const vec3d *start);
////returns dot product of two vectors
float vm_vec_dot(const vec3d *v0, const vec3d *v1);
float vm_vec_dot3(float x, float y, float z, vec3d *v);
//computes cross product of two vectors. returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_cross(vec3d *dest, const vec3d *src0, const vec3d *src1);
/**
* @brief Tests if the two vectors are parallel
*/
int vm_test_parallel(const vec3d *src0, const vec3d *src1);
//computes surface normal from three points. result is normalized
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_normal(vec3d *dest,const vec3d *p0, const vec3d *p1, const vec3d *p2);
//computes non-normalized surface normal from three points.
//returns ptr to dest
//dest CANNOT equal either source
vec3d *vm_vec_perp(vec3d *dest, const vec3d *p0, const vec3d *p1, const vec3d *p2);
//computes the delta angle between two vectors.
//vectors need not be normalized. if they are, call vm_vec_delta_ang_norm()
//the forward vector (third parameter) can be NULL, in which case the absolute
//value of the angle in returned. Otherwise the angle around that vector is
//returned.
float vm_vec_delta_ang(const vec3d *v0, const vec3d *v1, const vec3d *fvec);
//computes the delta angle between two normalized vectors.
float vm_vec_delta_ang_norm(const vec3d *v0, const vec3d *v1,const vec3d *fvec);
//computes a matrix from a set of three angles. returns ptr to matrix
matrix *vm_angles_2_matrix(matrix *m, const angles *a);
// Computes a matrix from a single angle.
// angle_index = 0,1,2 for p,b,h
matrix *vm_angle_2_matrix(matrix *m, float a, int angle_index);
//computes a matrix from a forward vector and an angle
matrix *vm_vec_ang_2_matrix(matrix *m, const vec3d *v, float a);
/**
* @brief Generates a matrix from one or more vectors
*
* @param[out] matrix The generated matrix. Does not need to be an Identity matrix
* @param[in] fvec Vector referencing the forward direction
* @param[in] uvec Vector referencing the up direction (Optional)
* @param[in] rvec Vector referencing the right-hand direction (Optional)
*
* @returns Pointer to the generated matrix
*
* @note If all three vectors are given, rvec is ignored.
* @note If uvec was bogus (either being in the same direction of fvec or -fvec) then only fvec is used
*
* @sa vm_vector_2_matrix_norm
*/
matrix *vm_vector_2_matrix(matrix *m, const vec3d *fvec, const vec3d *uvec = nullptr, const vec3d *rvec = nullptr);
/**
* @brief Generates a matrix from one or more normalized vectors
*
* @param[out] matrix The generated matrix. Does not need to be an Identity matrix
* @param[in] fvec Normalized Vector referencing the forward direction
* @param[in] uvec Normalized Vector referencing the up direction (Optional)
* @param[in] rvec Normalized Vector referencing the right-hand direction (Optional)
*
* @returns Pointer to the generated matrix
*
* @note If all three vectors are given, rvec is ignored.
* @note If uvec was bogus (either being in the same direction of fvec or -fvec) then only fvec is used
*
* @sa vm_vector_2_matrix
*/
matrix *vm_vector_2_matrix_norm(matrix *m, const vec3d *fvec, const vec3d *uvec = NULL, const vec3d *rvec = NULL);
//rotates a vector through a matrix. returns ptr to dest vector
//dest CANNOT equal either source
vec3d *vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m);
//rotates a vector through the transpose of the given matrix.
//returns ptr to dest vector
//dest CANNOT equal source
// This is a faster replacement for this common code sequence:
// vm_copy_transpose(&tempm,src_matrix);
// vm_vec_rotate(dst_vec,src_vect,&tempm);
// Replace with:
// vm_vec_unrotate(dst_vec,src_vect, src_matrix)
//
// THIS DOES NOT ACTUALLY TRANSPOSE THE SOURCE MATRIX!!! So if
// you need it transposed later on, you should use the
// vm_vec_transpose() / vm_vec_rotate() technique.
vec3d *vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m);
//transpose a matrix in place. returns ptr to matrix
matrix *vm_transpose(matrix *m);
//copy and transpose a matrix. returns ptr to matrix
//dest CANNOT equal source. use vm_transpose() if this is the case
matrix *vm_copy_transpose(matrix *dest, const matrix *src);
//mulitply 2 matrices, fill in dest. returns ptr to dest
//dest CANNOT equal either source
matrix *vm_matrix_x_matrix(matrix *dest, const matrix *src0, const matrix *src1);
//extract angles from a matrix
angles *vm_extract_angles_matrix(angles *a, const matrix *m);
angles *vm_extract_angles_matrix_alternate(angles *a, const matrix *m);
//extract heading and pitch from a vector, assuming bank==0
angles *vm_extract_angles_vector(angles *a, const vec3d *v);
//make sure matrix is orthogonal
void vm_orthogonalize_matrix(matrix *m_src);
// like vm_orthogonalize_matrix(), except that zero vectors can exist within the
// matrix without causing problems. Valid vectors will be created where needed.
void vm_fix_matrix(matrix *m);
//Rotates the orient matrix by the angles in tangles and then
//makes sure that the matrix is orthogonal.
void vm_rotate_matrix_by_angles( matrix *orient, const angles *tangles );
//compute the distance from a point to a plane. takes the normalized normal
//of the plane (ebx), a point on the plane (edi), and the point to check (esi).
//returns distance in eax
//distance is signed, so negative dist is on the back of the plane
float vm_dist_to_plane(const vec3d *checkp, const vec3d *norm, const vec3d *planep);
// Given mouse movement in dx, dy, returns a 3x3 rotation matrix in RotMat.
// Taken from Graphics Gems III, page 51, "The Rolling Ball"
// Example:
//if ( (Mouse.dx!=0) || (Mouse.dy!=0) ) {
// vm_trackball( Mouse.dx, Mouse.dy, &MouseRotMat );
// vm_matrix_x_matrix(&tempm,&LargeView.ev_matrix,&MouseRotMat);
// LargeView.ev_matrix = tempm;
//}
void vm_trackball( int idx, int idy, matrix * RotMat );
// Find the point on the line between p0 and p1 that is nearest to int_pnt.
// Stuff result in nearest_point.
// Return value indicated where on the line *nearest_point lies. Between 0.0f and 1.0f means it's
// in the line segment. Positive means beyond *p1, negative means before *p0. 2.0f means it's
// beyond *p1 by 2x.
float find_nearest_point_on_line(vec3d *nearest_point, const vec3d *p0, const vec3d *p1, const vec3d *int_pnt);
/**
* @brief Find the intersection between two lines
*
* @param[out] s If successful, s is the scalar of v0
* @param[in] p0 Reference point for line 1
* @param[in] p1 Reference point for line 2
* @param[in] v0 Direction vector for line 1 (must be normalized)
* @param[in] v1 Direction vector for line 2 (must be normalized)
*
* @returns 0 If successful, or
* @returns -1 If colinear, or
* @returns -2 If no intersection
*
* @note If you want the coords of the intersection, scale v0 by s, then add p0.
*/
int find_intersection(float *s, const vec3d* p0, const vec3d* p1, const vec3d* v0, const vec3d* v1);
/**
* Finds the point on line 1 closest to line 2 when the lines are skew (non-intersecting in 3D space)
*
* @param[out] dest The closest point
* @param[in] p1 Reference point for line 1
* @param[in] d1 Direction vector for line 1 (must be normalized)
* @param[in] p2 Reference point for line 2
* @param[in] d2 Direction vector for line 2 (must be normalized)
*
* @note Algorithm from Wikipedia: https://en.wikipedia.org/wiki/Skew_lines#Formulas
*/
void find_point_on_line_nearest_skew_line(vec3d *dest, const vec3d *p1, const vec3d *d1, const vec3d *p2, const vec3d *d2);
// normalizes only if the vector's magnitude is above an optionally specified threshold, defaulting to 10 times machine epsilon
// returns whether or not it normalized
bool vm_maybe_normalize(vec3d* dst, const vec3d* src, float threshold = std::numeric_limits<float>::epsilon() * 10.f);
float vm_vec_dot_to_point(const vec3d *dir, const vec3d *p1, const vec3d *p2);
void compute_point_on_plane(vec3d *q, const plane *planep, const vec3d *p);
// ----------------------------------------------------------------------------
// computes the point on a plane closest to a given point (which may be on the plane)
//
// inputs: new_point => point on the plane [result]
// point => point to compute closest plane point
// plane_normal => plane normal
// plane_point => plane point
void vm_project_point_onto_plane(vec3d *new_point, const vec3d *point, const vec3d *plane_normal, const vec3d *plane_point);
// Returns fairly random vector, normalized
void vm_vec_rand_vec(vec3d *rvec);
// Given an point "in" rotate it by "angle" around an
// arbritary line defined by a point on the line "line_point"
// and the normalized line direction, "line_dir"
// Returns the rotated point in "out".
void vm_rot_point_around_line(vec3d *out, const vec3d *in, float angle, const vec3d *line_point, const vec3d *line_dir);
// Given two position vectors, return 0 if the same, else non-zero.
int vm_vec_cmp(const vec3d * a, const vec3d * b);
// Given two orientation matrices, return 0 if the same, else non-zero.
int vm_matrix_cmp(const matrix * a, const matrix * b);
// Moves angle 'h' towards 'desired_angle', taking the shortest
// route possible. It will move a maximum of 'step_size' radians
// each call. All angles in radians.
float vm_interp_angle( float *h, float desired_angle, float step_size, bool force_front = false );
// calculate and return the difference (ie. delta) between two angles
// using same method as with vm_interp_angle().
float vm_delta_from_interp_angle( float current_angle, float desired_angle );
// check a matrix for zero rows and columns
int vm_check_matrix_for_zeros(const matrix *m);
// see if two vectors are identical
int vm_vec_same(const vec3d *v1, const vec3d *v2);
// see if two matrices are identical
int vm_matrix_same(matrix *m1, matrix *m2);
// Interpolate from a start matrix toward a goal matrix, minimizing time between orientations.
// Moves at maximum rotational acceleration toward the goal when far and then max deceleration when close.
// Subject to constaints on rotational velocity and angular accleleration.
// Returns next_orientation valid at time delta_t.
// called "vm_matrix_interpolate" in retail
void vm_angular_move_matrix(const matrix *goal_orient, const matrix *start_orient, const vec3d *rotvel_in, float delta_t,
matrix *next_orient, vec3d *rotvel_out, const vec3d *rotvel_limit, const vec3d *acc_limit, bool no_directional_bias, bool force_no_overshoot = false);
// Interpolate from a start forward vec toward a goal forward vec, minimizing time between orientations.
// Moves at maximum rotational acceleration toward the goal when far and then max deceleration when close.
// Subject to constaints on rotational velocity and angular accleleration.
// Returns next forward vec valid at time delta_t.
// called "vm_forward_interpolate" in retail
void vm_angular_move_forward_vec(const vec3d *goal_fvec, const matrix *orient, const vec3d *rotvel_in, float delta_t, float delta_bank,
matrix *next_orient, vec3d *rotvel_out, const vec3d *vel_limit, const vec3d *acc_limit, bool no_directional_bias);
// Find the bounding sphere for a set of points (center and radius are output parameters)
void vm_find_bounding_sphere(const vec3d *pnts, int num_pnts, vec3d *center, float *radius);
// Version of atan2() that is safe for optimized builds
float atan2_safe(float x, float y);
// Translates from world coordinates to body coordinates
vec3d* vm_rotate_vec_to_body(vec3d *body_vec, const vec3d *world_vec, const matrix *orient);
// Translates from body coordinates to world coordiantes
vec3d* vm_rotate_vec_to_world(vec3d *world_vec, const vec3d *body_vec, const matrix *orient);
// estimate next orientation matrix as extrapolation of last and current
void vm_estimate_next_orientation(const matrix *last_orient, const matrix *current_orient, matrix *next_orient);
// Return true if all elements of *vec are legal, that is, not a NAN.
bool is_valid_vec(const vec3d *vec);
// Return true if all elements of *m are legal, that is, not a NAN.
bool is_valid_matrix(const matrix *m);
// Finds the rotation matrix corresponding to a rotation of theta about axis u
void vm_quaternion_rotate(matrix *m, float theta, const vec3d *u);
// Takes a rotation matrix and returns the axis and angle needed to generate it
void vm_matrix_to_rot_axis_and_angle(const matrix *m, float *theta, vec3d *rot_axis);
// interpolate between 2 vectors. t goes from 0.0 to 1.0. at
void vm_vec_interp_constant(vec3d *out, const vec3d *v1, const vec3d *v2, float t);
// randomly perturb a vector around a given (normalized vector) or optional orientation matrix
void vm_vec_random_cone(vec3d *out, const vec3d *in, float max_angle, const matrix *orient = NULL);
void vm_vec_random_cone(vec3d *out, const vec3d *in, float min_angle, float max_angle, const matrix *orient = NULL);
// given a start vector, an orientation, and a radius, generate a point on the plane of the circle
// if on_edge is true, the point will be on the edge of the circle
void vm_vec_random_in_circle(vec3d *out, const vec3d *in, const matrix *orient, float radius, bool on_edge);
// given a start vector and a radius, generate a point in a spherical volume
// if on_surface is true, the point will be on the surface of the sphere
void vm_vec_random_in_sphere(vec3d *out, const vec3d *in, float radius, bool on_surface);
// find the nearest point on the line to p. if dist is non-NULL, it is filled in
// returns 0 if the point is inside the line segment, -1 if "before" the line segment and 1 ir "after" the line segment
int vm_vec_dist_to_line(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist);
// Goober5000
// Finds the distance squared to a line. Same as above, except it uses vm_vec_dist_squared, which is faster;
// and it doesn't check whether the nearest point is on the line segment.
void vm_vec_dist_squared_to_line(const vec3d *p, const vec3d *l0, const vec3d *l1, vec3d *nearest, float *dist_squared);
//SUSHI: 2D vector "box" scaling
void vm_vec_boxscale(vec2d *vec, float scale);
void vm_matrix_add(matrix* dest, const matrix* src0, const matrix* src1);
void vm_matrix_sub(matrix* dest, const matrix* src0, const matrix* src1);
void vm_matrix_add2(matrix* dest, const matrix* src);
void vm_matrix_sub2(matrix* dest, const matrix* src);
bool vm_inverse_matrix(matrix* dest, const matrix* m);
bool vm_inverse_matrix4(matrix4* dest, const matrix4* m);
void vm_matrix4_set_orthographic(matrix4* out, vec3d *max, vec3d *min);
void vm_matrix4_set_inverse_transform(matrix4 *out, matrix *m, vec3d *v);
void vm_matrix4_set_identity(matrix4 *out);
void vm_matrix4_set_transform(matrix4 *out, matrix *m, vec3d *v);
void vm_matrix4_get_orientation(matrix *out, const matrix4 *m);
void vm_matrix4_get_offset(vec3d *out, matrix4 *m);
void vm_vec_transform(vec4 *dest, const vec4 *src, const matrix4 *m);
void vm_vec_transform(vec3d *dest, const vec3d *src, const matrix4 *m, bool pos = true);
void vm_matrix4_x_matrix4(matrix4 *dest, const matrix4 *src0, const matrix4 *src1);
float vm_vec4_dot4(float x, float y, float z, float w, const vec4 *v);
/**
* @brief Converts a 4 component vector to a 3 component vector by discarding the w component
* @param vec The vector to convert
* @return The converted 3 component vector
*/
vec3d vm_vec4_to_vec3(const vec4& vec);
/**
* @brief Converts a 3 component vector to a 4 component vector with the specified w value
* @param vec The first 3 components of the new vector
* @param w The w component of the new vector. Defaults to 1.0f which is correct for position vectors.
* @return The 4 component vector
*/
vec4 vm_vec3_to_ve4(const vec3d& vec, float w = 1.0f);
// calculates the best rvec to match another orient while maintaining a given fvec
void vm_match_bank(vec3d* out_rvec, const vec3d* goal_fvec, const matrix* match_orient);
// Cyborg17 - Rotational interpolation between two angle structs in radians, given a rotational velocity, in radians.
// src0 is the starting angle struct, src1 is the ending angle struct, interp_perc must be a float between 0.0f and 1.0f.
// rot_vel is only used to determine the rotation direction. Assumes that it is not a full 2PI rotation in any axis.
// You will get strange results otherwise.
void vm_interpolate_angles_quick(angles* dest0, angles* src0, angles* src1, float interp_perc);
/** Compares two vec3ds */
inline bool operator==(const vec3d& left, const vec3d& right) { return vm_vec_same(&left, &right) != 0; }
inline bool operator!=(const vec3d& left, const vec3d& right) { return !(left == right); }
inline vec3d operator+(const vec3d& left, const vec3d& right)
{
vec3d res;
vm_vec_add(&res, &left, &right);
return res;
}
inline vec3d& operator+=(vec3d& left, const vec3d& right)
{
vm_vec_add2(&left, &right);
return left;
}
inline vec3d operator-(const vec3d& left, const vec3d& right)
{
vec3d res;
vm_vec_sub(&res, &left, &right);
return res;
}
inline vec3d& operator-=(vec3d& left, const vec3d& right)
{
vm_vec_sub2(&left, &right);
return left;
}
inline vec3d operator*(vec3d& left, float right)
{
vec3d out;
vm_vec_copy_scale(&out, &left, right);
return out;
}
inline vec3d& operator*=(vec3d& left, float right)
{
vm_vec_scale(&left, right);
return left;
}
inline vec3d operator/(vec3d& left, float right)
{
vec3d out;
vm_vec_copy_scale(&out, &left, 1.0f / right);
return out;
}
inline vec3d& operator/=(vec3d& left, float right)
{
vm_vec_scale(&left, 1.0f / right);
return left;
}
inline matrix operator+(const matrix& left, const matrix& right)
{
matrix res;
vm_matrix_add(&res, &left, &right);
return res;
}
inline matrix& operator+=(matrix& left, const matrix& right)
{
vm_matrix_add2(&left, &right);
return left;
}
inline matrix operator-(const matrix& left, const matrix& right)
{
matrix res;
vm_matrix_sub(&res, &left, &right);
return res;
}
inline matrix& operator-=(matrix& left, const matrix& right)
{
vm_matrix_sub2(&left, &right);
return left;
}
/**
* @brief Rotates a vector into the orientation specified by the matrix
* @param left The matrix
* @param right The vector
* @return The rotated vector
*
* @note This actually follows the definition of the * operator in linear algebra. The standard vm_vec_rotate actually
* implements a multiplication with the transpose of the matrix.
*/
inline vec3d operator*(const matrix& left, const vec3d& right) {
vec3d out;
vm_vec_unrotate(&out, &right, &left);
return out;
}
inline matrix operator*(const matrix& left, const matrix& right) {
matrix out;
vm_matrix_x_matrix(&out, &left, &right);
return out;
}
#endif