Files
fs2open.github.com/code/math/vecmat.cpp
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

2810 lines
93 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.
*
*/
#include <cstdio>
#if _M_IX86_FP >= 1
#include <xmmintrin.h>
#endif
#include "math/vecmat.h"
#include "utils/RandomRange.h"
#define SMALL_NUM 1e-7
#define SMALLER_NUM 1e-20
#define CONVERT_RADIANS 0.017453 // conversion factor from degrees to radians
vec3d vmd_zero_vector = ZERO_VECTOR;
vec3d vmd_scale_identity_vector = SCALE_IDENTITY_VECTOR;
vec3d vmd_x_vector = { { { 1.0f, 0.0f, 0.0f } } };
vec3d vmd_y_vector = { { { 0.0f, 1.0f, 0.0f } } };
vec3d vmd_z_vector = { { { 0.0f, 0.0f, 1.0f } } };
matrix vmd_zero_matrix = ZERO_MATRIX;
matrix4 vmd_zero_matrix4 = ZERO_MATRIX4;
matrix vmd_identity_matrix = IDENTITY_MATRIX;
angles vmd_zero_angles = { 0.0f, 0.0f, 0.0f };
#define UNINITIALIZED_VALUE -12345678.9f
bool vm_vec_equal(const vec4 &self, const vec4 &other)
{
return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]) && fl_equal(self.a1d[3], other.a1d[3]);
}
bool vm_vec_equal(const vec3d &self, const vec3d &other)
{
return fl_equal(self.a1d[0], other.a1d[0]) && fl_equal(self.a1d[1], other.a1d[1]) && fl_equal(self.a1d[2], other.a1d[2]);
}
bool vm_vec_equal(const vec2d &self, const vec2d &other)
{
return fl_equal(self.x, other.x) && fl_equal(self.y, other.y);
}
bool vm_matrix_equal(const matrix &self, const matrix &other)
{
return vm_vec_equal(self.vec.fvec, other.vec.fvec) && vm_vec_equal(self.vec.uvec, other.vec.uvec) && vm_vec_equal(self.vec.rvec, other.vec.rvec);
}
bool vm_matrix_equal(const matrix4 &self, const matrix4 &other)
{
return vm_vec_equal(self.vec.fvec, other.vec.fvec) &&
vm_vec_equal(self.vec.rvec, other.vec.rvec) &&
vm_vec_equal(self.vec.uvec, other.vec.uvec) &&
vm_vec_equal(self.vec.pos, other.vec.pos);
}
// -----------------------------------------------------------
// atan2_safe()
//
// Wrapper around atan2() that used atanf() to calculate angle. Safe
// for optimized builds. Handles special cases when x == 0.
//
float atan2_safe(float y, float x)
{
float ang;
// special case, x == 0
if ( x == 0.0f ) {
if ( y == 0.0f )
ang = 0.0f;
else if ( y > 0.0f )
ang = PI_2;
else
ang = -PI_2;
return ang;
}
ang = atanf(y/x);
if ( x < 0.0f ){
ang += PI;
}
return ang;
}
// ---------------------------------------------------------------------
// vm_vec_component()
//
// finds projection of a vector along a unit (normalized) vector
//
float vm_vec_projection_parallel(vec3d *component, const vec3d *src, const vec3d *unit_vec)
{
float mag;
Assert( vm_vec_mag(unit_vec) > 0.999f && vm_vec_mag(unit_vec) < 1.001f );
mag = vm_vec_dot(src, unit_vec);
vm_vec_copy_scale(component, unit_vec, mag);
return mag;
}
// ---------------------------------------------------------------------
// vm_vec_projection_onto_plane()
//
// finds projection of a vector onto a plane specified by a unit normal vector
//
void vm_vec_projection_onto_plane(vec3d *projection, const vec3d *src, const vec3d *unit_normal)
{
float mag;
Assert( vm_vec_mag(unit_normal) > 0.999f && vm_vec_mag(unit_normal) < 1.001f );
mag = vm_vec_dot(src, unit_normal);
*projection = *src;
vm_vec_scale_add2(projection, unit_normal, -mag);
}
// ---------------------------------------------------------------------
// vm_vec_project_point_onto_plane()
//
// finds the point on a plane closest to a given point
// moves the point in the direction of the plane normal until it is on the plane
//
void vm_project_point_onto_plane(vec3d *new_point, const vec3d *point, const vec3d *plane_normal, const vec3d *plane_point)
{
float D; // plane constant in Ax+By+Cz+D = 0 or dot(X,n) - dot(Xp,n) = 0, so D = -dot(Xp,n)
float dist;
Assert( vm_vec_mag(plane_normal) > 0.999f && vm_vec_mag(plane_normal) < 1.001f );
D = -vm_vec_dot(plane_point, plane_normal);
dist = vm_vec_dot(point, plane_normal) + D;
*new_point = *point;
vm_vec_scale_add2(new_point, plane_normal, -dist);
}
// Take abs(x), then sqrt. Could insert warning message if desired.
float asqrt(float x)
{
if (x < 0.0f)
return fl_sqrt(-x);
else
return fl_sqrt(x);
}
void vm_set_identity(matrix *m)
{
m->vec.rvec.xyz.x = 1.0f; m->vec.rvec.xyz.y = 0.0f; m->vec.rvec.xyz.z = 0.0f;
m->vec.uvec.xyz.x = 0.0f; m->vec.uvec.xyz.y = 1.0f; m->vec.uvec.xyz.z = 0.0f;
m->vec.fvec.xyz.x = 0.0f; m->vec.fvec.xyz.y = 0.0f; m->vec.fvec.xyz.z = 1.0f;
}
//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
//dest = src0 + src1
void vm_vec_add(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
dest->xyz.x = src0->xyz.x + src1->xyz.x;
dest->xyz.y = src0->xyz.y + src1->xyz.y;
dest->xyz.z = src0->xyz.z + src1->xyz.z;
}
//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
//dest = src0 - src1
void vm_vec_sub(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
dest->xyz.x = src0->xyz.x - src1->xyz.x;
dest->xyz.y = src0->xyz.y - src1->xyz.y;
dest->xyz.z = src0->xyz.z - src1->xyz.z;
}
//adds one vector to another. returns ptr to dest
//dest can equal source
//dest += src
void vm_vec_add2(vec3d *dest, const vec3d *src)
{
dest->xyz.x += src->xyz.x;
dest->xyz.y += src->xyz.y;
dest->xyz.z += src->xyz.z;
}
//subs one vector from another, returns ptr to dest
//dest can equal source
//dest -= src
void vm_vec_sub2(vec3d *dest, const vec3d *src)
{
dest->xyz.x -= src->xyz.x;
dest->xyz.y -= src->xyz.y;
dest->xyz.z -= src->xyz.z;
}
//averages n vectors. returns ptr to dest
//dest can equal any vector in src[]
//dest = sum(src[]) / n
vec3d *vm_vec_avg_n(vec3d *dest, int n, const vec3d src[])
{
float x = 0.0f, y = 0.0f, z = 0.0f;
float inv_n = 1.0f / (float) n;;
for(int i = 0; i<n; i++){
x += src[i].xyz.x;
y += src[i].xyz.y;
z += src[i].xyz.z;
}
dest->xyz.x = x * inv_n;
dest->xyz.y = y * inv_n;
dest->xyz.z = z * inv_n;
return dest;
}
//averages two vectors. returns ptr to dest
//dest can equal either source
//dest = (src0 + src1) * 0.5
vec3d *vm_vec_avg(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
dest->xyz.x = (src0->xyz.x + src1->xyz.x) * 0.5f;
dest->xyz.y = (src0->xyz.y + src1->xyz.y) * 0.5f;
dest->xyz.z = (src0->xyz.z + src1->xyz.z) * 0.5f;
return dest;
}
//averages three vectors. returns ptr to dest
//dest can equal any source
//dest = (src0 + src1 + src2) *0.33
vec3d *vm_vec_avg3(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2)
{
dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x) * 0.333333333f;
dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y) * 0.333333333f;
dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z) * 0.333333333f;
return dest;
}
//averages four vectors. returns ptr to dest
//dest can equal any source
//dest = (src0 + src1 + src2 + src3) * 0.25
vec3d *vm_vec_avg4(vec3d *dest, const vec3d *src0, const vec3d *src1, const vec3d *src2, const vec3d *src3)
{
dest->xyz.x = (src0->xyz.x + src1->xyz.x + src2->xyz.x + src3->xyz.x) * 0.25f;
dest->xyz.y = (src0->xyz.y + src1->xyz.y + src2->xyz.y + src3->xyz.y) * 0.25f;
dest->xyz.z = (src0->xyz.z + src1->xyz.z + src2->xyz.z + src3->xyz.z) * 0.25f;
return dest;
}
//scales a vector in place.
//dest *= s
void vm_vec_scale(vec3d *dest, float s)
{
dest->xyz.x = dest->xyz.x * s;
dest->xyz.y = dest->xyz.y * s;
dest->xyz.z = dest->xyz.z * s;
}
//scales a 4-component vector in place.
// dest *= s
void vm_vec_scale(vec4 *dest, float s)
{
dest->xyzw.x = dest->xyzw.x * s;
dest->xyzw.y = dest->xyzw.y * s;
dest->xyzw.z = dest->xyzw.z * s;
dest->xyzw.w = dest->xyzw.w * s;
}
//scales and copies a vector.
// dest = src * s
void vm_vec_copy_scale(vec3d *dest, const vec3d *src, float s)
{
dest->xyz.x = src->xyz.x*s;
dest->xyz.y = src->xyz.y*s;
dest->xyz.z = src->xyz.z*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)
{
dest->xyz.x = src1->xyz.x + src2->xyz.x*k;
dest->xyz.y = src1->xyz.y + src2->xyz.y*k;
dest->xyz.z = src1->xyz.z + src2->xyz.z*k;
}
//scales a vector, subtracts it from another, and stores in a 3rd vector
//dest = src1 - (k * src2)
void vm_vec_scale_sub(vec3d *dest, const vec3d *src1, const vec3d *src2, float k)
{
dest->xyz.x = src1->xyz.x - src2->xyz.x*k;
dest->xyz.y = src1->xyz.y - src2->xyz.y*k;
dest->xyz.z = src1->xyz.z - src2->xyz.z*k;
}
//scales a vector and adds it to another
//dest += k * src
void vm_vec_scale_add2(vec3d *dest, const vec3d *src, float k)
{
dest->xyz.x += src->xyz.x*k;
dest->xyz.y += src->xyz.y*k;
dest->xyz.z += src->xyz.z*k;
}
//scales a vector and subtracts it from another
//dest -= k * src
void vm_vec_scale_sub2(vec3d *dest, const vec3d *src, float k)
{
dest->xyz.x -= src->xyz.x*k;
dest->xyz.y -= src->xyz.y*k;
dest->xyz.z -= src->xyz.z*k;
}
//scales a vector in place, taking n/d for scale.
//dest *= n/d
void vm_vec_scale2(vec3d *dest, float n, float d)
{
d = 1.0f/d;
dest->xyz.x = dest->xyz.x* n * d;
dest->xyz.y = dest->xyz.y* n * d;
dest->xyz.z = dest->xyz.z* n * d;
}
//returns dot product of 2 vectors
float vm_vec_dot(const vec3d *v0, const vec3d *v1)
{
return (v1->xyz.x*v0->xyz.x)+(v1->xyz.y*v0->xyz.y)+(v1->xyz.z*v0->xyz.z);
}
//returns dot product of <x,y,z> and vector
float vm_vec_dot3(float x, float y, float z, const vec3d *v)
{
return (x*v->xyz.x)+(y*v->xyz.y)+(z*v->xyz.z);
}
//returns magnitude of a vector
float vm_vec_mag(const vec3d *v)
{
float mag1;
mag1 = (v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z);
if (mag1 <= 0.0f) {
return 0.0f;
}
return fl_sqrt(mag1);
}
//returns squared magnitude of a vector, useful if you want to compare distances
float vm_vec_mag_squared(const vec3d *v)
{
return ((v->xyz.x * v->xyz.x) + (v->xyz.y * v->xyz.y) + (v->xyz.z * v->xyz.z));
}
//returns the square of the difference between v0 and v1 (the distance, squared)
//just like vm_vec_mag_squared, but the distance between two points instead.
float vm_vec_dist_squared(const vec3d *v0, const vec3d *v1)
{
float dx, dy, dz;
dx = v0->xyz.x - v1->xyz.x;
dy = v0->xyz.y - v1->xyz.y;
dz = v0->xyz.z - v1->xyz.z;
return dx*dx + dy*dy + dz*dz;
}
//computes the distance between two points. (does sub and mag)
float vm_vec_dist(const vec3d *v0, const vec3d *v1)
{
float t1;
vec3d t;
vm_vec_sub(&t,v0,v1);
t1 = vm_vec_mag(&t);
return t1;
}
//normalize a vector. returns mag of source vec (always greater than zero)
float vm_vec_copy_normalize(vec3d *dest, const vec3d *src)
{
float m;
m = vm_vec_mag(src);
// Mainly here to trap attempts to normalize a null vector.
if (m <= 0.0f) {
mprintf(("Null vec3d in vec3d normalize.\n"
"Trace out of vecmat.cpp and find offending code.\n"));
dest->xyz.x = 1.0f;
dest->xyz.y = 0.0f;
dest->xyz.z = 0.0f;
return 1.0f;
}
float im = 1.0f / m;
dest->xyz.x = src->xyz.x * im;
dest->xyz.y = src->xyz.y * im;
dest->xyz.z = src->xyz.z * im;
return m;
}
//normalize a vector. returns mag of source vec (always greater than zero)
float vm_vec_normalize(vec3d *v)
{
float t;
t = vm_vec_copy_normalize(v,v);
return t;
}
// Normalize a vector.
// If vector is 0,0,0, return 1.0f, and change v to 1,0,0.
// Otherwise return the magnitude.
// No warning() generated for null vector.
float vm_vec_normalize_safe(vec3d *v)
{
float m;
m = vm_vec_mag(v);
// Mainly here to trap attempts to normalize a null vector.
if (m <= 0.0f) {
v->xyz.x = 1.0f;
v->xyz.y = 0.0f;
v->xyz.z = 0.0f;
return 1.0f;
}
float im = 1.0f / m;
v->xyz.x *= im;
v->xyz.y *= im;
v->xyz.z *= im;
return m;
}
//return the normalized direction vector between two points
//dest = normalized(end - start). 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)
{
float t;
vm_vec_sub(dest,end,start);
// VECMAT-ERROR: NULL VEC3D (end == start)
t = vm_vec_normalize_safe(dest);
return t;
}
//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)
{
Assert(dest != p0);
Assert(dest != p1);
Assert(dest != p2);
vm_vec_perp(dest,p0,p1,p2);
vm_vec_normalize(dest);
return dest;
}
//computes cross product of two vectors.
//Note: this magnitude of the resultant vector is the
//product of the magnitudes of the two source vectors. This means it is
//quite easy for this routine to overflow and underflow. Be careful that
//your inputs are ok.
vec3d *vm_vec_cross(vec3d *dest, const vec3d *src0, const vec3d *src1)
{
dest->xyz.x = (src0->xyz.y * src1->xyz.z) - (src0->xyz.z * src1->xyz.y);
dest->xyz.y = (src0->xyz.z * src1->xyz.x) - (src0->xyz.x * src1->xyz.z);
dest->xyz.z = (src0->xyz.x * src1->xyz.y) - (src0->xyz.y * src1->xyz.x);
return dest;
}
int vm_test_parallel(const vec3d *src0, const vec3d *src1)
{
vec3d partial1;
vec3d partial2;
/*
* To test if two vectors are parallel, calculate their cross product.
* If the result is zero, then the vectors are parallel. It is better
* to compare the two cross product "partials" (for lack of a better
* word) against each other instead of the final cross product against
* zero.
*/
partial1.xyz.x = (src0->xyz.y * src1->xyz.z);
partial1.xyz.y = (src0->xyz.z * src1->xyz.x);
partial1.xyz.z = (src0->xyz.x * src1->xyz.y);
partial2.xyz.x = (src0->xyz.z * src1->xyz.y);
partial2.xyz.y = (src0->xyz.x * src1->xyz.z);
partial2.xyz.z = (src0->xyz.y * src1->xyz.x);
return vm_vec_equal(partial1, partial2);
}
//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)
{
Assert(dest != p0);
Assert(dest != p1);
Assert(dest != p2);
vec3d t0,t1;
vm_vec_sub(&t0,p1,p0);
vm_vec_sub(&t1,p2,p1);
return vm_vec_cross(dest,&t0,&t1);
}
//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)
{
float t;
vec3d t0,t1,t2;
vm_vec_copy_normalize(&t0,v0);
vm_vec_copy_normalize(&t1,v1);
if (NULL == fvec) {
t = vm_vec_delta_ang_norm(&t0, &t1, NULL);
} else {
vm_vec_copy_normalize(&t2,fvec);
t = vm_vec_delta_ang_norm(&t0,&t1,&t2);
}
return t;
}
//computes the delta angle between two normalized vectors.
float vm_vec_delta_ang_norm(const vec3d *v0, const vec3d *v1, const vec3d *fvec)
{
float a;
vec3d t;
a = acosf(vm_vec_dot(v0,v1));
if (fvec) {
vm_vec_cross(&t,v0,v1);
if ( vm_vec_dot(&t,fvec) < 0.0 ) {
a = -a;
}
}
return a;
}
// helper function that fills in matrix m based on provided sine and cosine values.
static matrix *sincos_2_matrix(matrix *m, float sinp, float cosp, float sinb, float cosb, float sinh, float cosh)
{
float sbsh,cbch,cbsh,sbch;
sbsh = sinb*sinh;
cbch = cosb*cosh;
cbsh = cosb*sinh;
sbch = sinb*cosh;
m->vec.rvec.xyz.x = cbch + sinp*sbsh; //m1
m->vec.uvec.xyz.z = sbsh + sinp*cbch; //m8
m->vec.uvec.xyz.x = sinp*cbsh - sbch; //m2
m->vec.rvec.xyz.z = sinp*sbch - cbsh; //m7
m->vec.fvec.xyz.x = sinh*cosp; //m3
m->vec.rvec.xyz.y = sinb*cosp; //m4
m->vec.uvec.xyz.y = cosb*cosp; //m5
m->vec.fvec.xyz.z = cosh*cosp; //m9
m->vec.fvec.xyz.y = -sinp; //m6
return m;
}
//computes a matrix from a set of three angles. returns ptr to matrix
matrix *vm_angles_2_matrix(matrix *m, const angles *a)
{
matrix * t;
float sinp,cosp,sinb,cosb,sinh,cosh;
sinp = sinf(a->p); cosp = cosf(a->p);
sinb = sinf(a->b); cosb = cosf(a->b);
sinh = sinf(a->h); cosh = cosf(a->h);
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
return t;
}
//computes a matrix from one angle.
// angle_index = 0,1,2 for p,b,h
matrix *vm_angle_2_matrix(matrix *m, float a, int angle_index)
{
matrix * t;
float sinp,cosp,sinb,cosb,sinh,cosh;
/*
* Initialize sin and cos variables using an initial angle of
* zero degrees. Recall that sin(0) = 0 and cos(0) = 1.
*/
sinp = 0.0f; cosp = 1.0f;
sinb = 0.0f; cosb = 1.0f;
sinh = 0.0f; cosh = 1.0f;
switch (angle_index) {
case 0:
sinp = sinf(a); cosp = cosf(a);
break;
case 1:
sinb = sinf(a); cosb = cosf(a);
break;
case 2:
sinh = sinf(a); cosh = cosf(a);
break;
}
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
return t;
}
//computes a matrix from a forward vector and an angle
matrix *vm_vec_ang_2_matrix(matrix *m, const vec3d *v, float a)
{
matrix * t;
float sinb,cosb,sinp,cosp,sinh,cosh;
sinb = sinf(a); cosb = cosf(a);
sinp = -v->xyz.y;
cosp = fl_sqrt(1.0f - sinp*sinp);
sinh = v->xyz.x / cosp;
cosh = v->xyz.z / cosp;
t = sincos_2_matrix(m,sinp,cosp,sinb,cosb,sinh,cosh);
return t;
}
/**
* @brief Generates a matrix from a normalized fvec.
*
* @param[in,out] matrix The matrix to generate
*
* @details The matrix's fvec is used to generate the uvec and rvec
*
* @sa vm_vector_2_matrix(), vm_vector_2_matrix_norm()
*/
void vm_vector_2_matrix_gen_vectors(matrix *m)
{
vec3d *xvec=&m->vec.rvec;
vec3d *yvec=&m->vec.uvec;
vec3d *zvec=&m->vec.fvec;
if ((zvec->xyz.x==0.0f) && (zvec->xyz.z==0.0f)) { //forward vec is straight up or down
m->vec.rvec.xyz.x = 1.0f;
m->vec.uvec.xyz.z = (zvec->xyz.y<0.0f)?1.0f:-1.0f;
m->vec.rvec.xyz.y = m->vec.rvec.xyz.z = m->vec.uvec.xyz.x = m->vec.uvec.xyz.y = 0.0f;
}
else { //not straight up or down
xvec->xyz.x = zvec->xyz.z;
xvec->xyz.y = 0.0f;
xvec->xyz.z = -zvec->xyz.x;
vm_vec_normalize(xvec);
vm_vec_cross(yvec,zvec,xvec);
}
}
matrix *vm_vector_2_matrix(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
{
vec3d fvec_norm;
vm_vec_copy_normalize(&fvec_norm, fvec);
fvec = &fvec_norm;
vec3d uvec_norm;
if (uvec != nullptr) {
vm_vec_copy_normalize(&uvec_norm, uvec);
uvec = &uvec_norm;
}
vec3d rvec_norm;
if (rvec != nullptr) {
vm_vec_copy_normalize(&rvec_norm, rvec);
rvec = &rvec_norm;
}
// Call the actuall function for normalized vectors
return vm_vector_2_matrix_norm(m, fvec, uvec, rvec);
}
matrix *vm_vector_2_matrix_norm(matrix *m, const vec3d *fvec, const vec3d *uvec, const vec3d *rvec)
{
matrix temp = vmd_identity_matrix;
vec3d *xvec=&temp.vec.rvec;
vec3d *yvec=&temp.vec.uvec;
vec3d *zvec=&temp.vec.fvec;
Assert(fvec != NULL);
*zvec = *fvec;
if (uvec == NULL) {
if (rvec == NULL) { //just forward vec
vm_vector_2_matrix_gen_vectors(&temp);
}
else { //use right vec
*xvec = *rvec;
vm_vec_cross(yvec,zvec,xvec);
//normalize new perpendicular vector
vm_vec_normalize(yvec);
//now recompute right vector, in case it wasn't entirely perpendiclar
vm_vec_cross(xvec,yvec,zvec);
}
}
else { //use up vec
*yvec = *uvec;
vm_vec_cross(xvec,yvec,zvec);
if (vm_vec_equal(*xvec, vmd_zero_vector)) {
// uvec was bogus (either same as fvec or -fvec)
// Reset temp to the original values and do the setup again
temp = *m;
temp.vec.fvec = *fvec;
vm_vector_2_matrix_gen_vectors(&temp);
}
else {
//normalize new perpendicular vector
vm_vec_normalize(xvec);
//now recompute up vector, in case it wasn't entirely perpendiclar
vm_vec_cross(yvec,zvec,xvec);
}
}
// Copy the computed values into the output parameter
*m = temp;
return m;
}
//rotates a vector through a matrix. returns ptr to dest vector
//dest CANNOT equal source
//
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
// also be a normalized vector. It took me awhile to verify online that this was true. ;)
vec3d *vm_vec_rotate(vec3d *dest, const vec3d *src, const matrix *m)
{
Assert(dest != src);
dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.rvec.xyz.y)+(src->xyz.z*m->vec.rvec.xyz.z);
dest->xyz.y = (src->xyz.x*m->vec.uvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.uvec.xyz.z);
dest->xyz.z = (src->xyz.x*m->vec.fvec.xyz.x)+(src->xyz.y*m->vec.fvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.z);
return dest;
}
//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.
//
// Goober5000: FYI, the result of rotating a normalized vector through a rotation matrix will
// also be a normalized vector. It took me awhile to verify online that this was true. ;)
vec3d *vm_vec_unrotate(vec3d *dest, const vec3d *src, const matrix *m)
{
Assert(dest != src);
dest->xyz.x = (src->xyz.x*m->vec.rvec.xyz.x)+(src->xyz.y*m->vec.uvec.xyz.x)+(src->xyz.z*m->vec.fvec.xyz.x);
dest->xyz.y = (src->xyz.x*m->vec.rvec.xyz.y)+(src->xyz.y*m->vec.uvec.xyz.y)+(src->xyz.z*m->vec.fvec.xyz.y);
dest->xyz.z = (src->xyz.x*m->vec.rvec.xyz.z)+(src->xyz.y*m->vec.uvec.xyz.z)+(src->xyz.z*m->vec.fvec.xyz.z);
return dest;
}
//transpose a matrix in place. returns ptr to matrix
matrix *vm_transpose(matrix *m)
{
float t;
t = m->vec.uvec.xyz.x; m->vec.uvec.xyz.x = m->vec.rvec.xyz.y; m->vec.rvec.xyz.y = t;
t = m->vec.fvec.xyz.x; m->vec.fvec.xyz.x = m->vec.rvec.xyz.z; m->vec.rvec.xyz.z = t;
t = m->vec.fvec.xyz.y; m->vec.fvec.xyz.y = m->vec.uvec.xyz.z; m->vec.uvec.xyz.z = t;
return 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)
{
Assert(dest != src);
dest->vec.rvec.xyz.x = src->vec.rvec.xyz.x;
dest->vec.rvec.xyz.y = src->vec.uvec.xyz.x;
dest->vec.rvec.xyz.z = src->vec.fvec.xyz.x;
dest->vec.uvec.xyz.x = src->vec.rvec.xyz.y; //-V537
dest->vec.uvec.xyz.y = src->vec.uvec.xyz.y;
dest->vec.uvec.xyz.z = src->vec.fvec.xyz.y; //-V537
dest->vec.fvec.xyz.x = src->vec.rvec.xyz.z;
dest->vec.fvec.xyz.y = src->vec.uvec.xyz.z; //-V537
dest->vec.fvec.xyz.z = src->vec.fvec.xyz.z;
return dest;
}
//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)
{
Assert(dest!=src0 && dest!=src1);
dest->vec.rvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.rvec);
dest->vec.uvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.uvec);
dest->vec.fvec.xyz.x = vm_vec_dot3(src0->vec.rvec.xyz.x,src0->vec.uvec.xyz.x,src0->vec.fvec.xyz.x, &src1->vec.fvec);
dest->vec.rvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.rvec);
dest->vec.uvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.uvec);
dest->vec.fvec.xyz.y = vm_vec_dot3(src0->vec.rvec.xyz.y,src0->vec.uvec.xyz.y,src0->vec.fvec.xyz.y, &src1->vec.fvec);
dest->vec.rvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.rvec);
dest->vec.uvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.uvec);
dest->vec.fvec.xyz.z = vm_vec_dot3(src0->vec.rvec.xyz.z,src0->vec.uvec.xyz.z,src0->vec.fvec.xyz.z, &src1->vec.fvec);
return dest;
}
//extract angles from a matrix
angles *vm_extract_angles_matrix(angles *a, const matrix *m)
{
float sinh,cosh,cosp;
a->h = atan2_safe(m->vec.fvec.xyz.x,m->vec.fvec.xyz.z);
sinh = sinf(a->h); cosh = cosf(a->h);
if (fl_abs(sinh) > fl_abs(cosh)) //sine is larger, so use it
cosp = m->vec.fvec.xyz.x*sinh;
else //cosine is larger, so use it
cosp = m->vec.fvec.xyz.z*cosh;
//using the fvec_xz_distance extracts the correct pitch from the matrix --wookieejedi
//previously cosp was used as the denominator, but this resulted in some incorrect pitch extractions
float fvec_xz_distance;
fvec_xz_distance = fl_sqrt( ( (m->vec.fvec.xyz.x)*(m->vec.fvec.xyz.x) ) + ( (m->vec.fvec.xyz.z)*(m->vec.fvec.xyz.z) ) );
a->p = atan2_safe(-m->vec.fvec.xyz.y, fvec_xz_distance);
if (cosp == 0.0f) //the cosine of pitch is zero. we're pitched straight up. say no bank
a->b = 0.0f;
else {
float sinb,cosb;
sinb = m->vec.rvec.xyz.y/cosp;
cosb = m->vec.uvec.xyz.y/cosp;
a->b = atan2_safe(sinb,cosb);
}
return a;
}
// alternate method for extracting angles which seems to be
// less susceptible to rounding errors -- see section 8.7.2
// (pages 278-281) of 3D Math Primer for Graphics and Game
// Development, 2nd Edition
// http://books.google.com/books?id=X3hmuhBoFF0C&printsec=frontcover#v=onepage&q&f=false
angles *vm_extract_angles_matrix_alternate(angles *a, const matrix *m)
{
Assert(a != NULL);
Assert(m != NULL);
// Extract pitch from m32, being careful for domain errors with
// asin(). We could have values slightly out of range due to
// floating point arithmetic.
float sp = -m->vec.fvec.xyz.y;
if (sp <= -1.0f) {
a->p = -PI_2; // -pi/2
} else if (sp >= 1.0f) {
a->p = PI_2; // pi/2
} else {
a->p = asinf(sp);
}
// Check for the Gimbal lock case, giving a slight tolerance
// for numerical imprecision
if (fabs(sp) > 0.9999f) {
// We are looking straight up or down.
// Slam bank to zero and just set heading
a->b = 0.0f;
a->h = atan2(-m->vec.rvec.xyz.z, m->vec.rvec.xyz.x);
} else {
// Compute heading
a->h = atan2(m->vec.fvec.xyz.x, m->vec.fvec.xyz.z);
// Compute bank
a->b = atan2(m->vec.rvec.xyz.y, m->vec.uvec.xyz.y);
}
return a;
}
//extract heading and pitch from a vector, assuming bank==0
static angles *vm_extract_angles_vector_normalized(angles *a, const vec3d *v)
{
a->b = 0.0f; //always zero bank
a->p = asinf(-v->xyz.y);
a->h = atan2_safe(v->xyz.z,v->xyz.x);
return a;
}
//extract heading and pitch from a vector, assuming bank==0
angles *vm_extract_angles_vector(angles *a, const vec3d *v)
{
vec3d t;
vm_vec_copy_normalize(&t,v);
vm_extract_angles_vector_normalized(a,&t);
return a;
}
//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)
{
float t1;
vec3d t;
vm_vec_sub(&t,checkp,planep);
t1 = vm_vec_dot(&t,norm);
return t1;
}
// 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) ) {
// GetMouseRotation( 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 )
{
float dr, cos_theta, sin_theta, denom, cos_theta1;
float Radius = 100.0f;
float dx,dy;
float dxdr,dydr;
idy *= -1;
dx = (float)idx; dy = (float)idy;
dr = fl_sqrt(dx*dx+dy*dy);
denom = fl_sqrt(Radius*Radius+dr*dr);
cos_theta = Radius/denom;
sin_theta = dr/denom;
cos_theta1 = 1.0f - cos_theta;
dxdr = dx/dr;
dydr = dy/dr;
RotMat->vec.rvec.xyz.x = cos_theta + (dydr*dydr)*cos_theta1;
RotMat->vec.uvec.xyz.x = - ((dxdr*dydr)*cos_theta1);
RotMat->vec.fvec.xyz.x = (dxdr*sin_theta);
RotMat->vec.rvec.xyz.y = RotMat->vec.uvec.xyz.x;
RotMat->vec.uvec.xyz.y = cos_theta + ((dxdr*dxdr)*cos_theta1);
RotMat->vec.fvec.xyz.y = (dydr*sin_theta);
RotMat->vec.rvec.xyz.z = -RotMat->vec.fvec.xyz.x;
RotMat->vec.uvec.xyz.z = -RotMat->vec.fvec.xyz.y;
RotMat->vec.fvec.xyz.z = cos_theta;
}
// Compute the outer product of A = A * transpose(A). 1x3 vector becomes 3x3 matrix.
static void vm_vec_outer_product(matrix *mat, const vec3d *vec)
{
mat->vec.rvec.xyz.x = vec->xyz.x * vec->xyz.x;
mat->vec.rvec.xyz.y = vec->xyz.x * vec->xyz.y;
mat->vec.rvec.xyz.z = vec->xyz.x * vec->xyz.z;
mat->vec.uvec.xyz.x = vec->xyz.y * vec->xyz.x; //-V537
mat->vec.uvec.xyz.y = vec->xyz.y * vec->xyz.y;
mat->vec.uvec.xyz.z = vec->xyz.y * vec->xyz.z; //-V537
mat->vec.fvec.xyz.x = vec->xyz.z * vec->xyz.x;
mat->vec.fvec.xyz.y = vec->xyz.z * vec->xyz.y; //-V537
mat->vec.fvec.xyz.z = vec->xyz.z * vec->xyz.z;
}
// Find the point on the line between p0 and p1 that is nearest to int_pnt.
// Stuff result in nearest_point.
// Uses algorithm from page 148 of Strang, Linear Algebra and Its Applications.
// Returns value indicating whether *nearest_point is between *p0 and *p1.
// 0.0f means *nearest_point is *p0, 1.0f means it's *p1. 2.0f means it's beyond p1 by 2x.
// -1.0f means it's "before" *p0 by 1x.
float find_nearest_point_on_line(vec3d *nearest_point, const vec3d *p0, const vec3d *p1, const vec3d *int_pnt)
{
vec3d norm, xlated_int_pnt, projected_point;
matrix mat;
float mag, dot;
vm_vec_sub(&norm, p1, p0);
vm_vec_sub(&xlated_int_pnt, int_pnt, p0);
if (IS_VEC_NULL_SQ_SAFE(&norm)) {
*nearest_point = *int_pnt;
return 9999.9f;
}
mag = vm_vec_normalize(&norm); // Normalize vector so we don't have to divide by dot product.
if (mag < 0.01f) {
*nearest_point = *int_pnt;
return 9999.9f;
// Warning(LOCATION, "Very small magnitude in find_nearest_point_on_line.\n");
}
vm_vec_outer_product(&mat, &norm);
vm_vec_rotate(&projected_point, &xlated_int_pnt, &mat);
vm_vec_add(nearest_point, &projected_point, p0);
dot = vm_vec_dot(&norm, &projected_point);
return dot/mag;
}
int find_intersection(float* s, const vec3d* p0, const vec3d* p1, const vec3d* v0, const vec3d* v1)
{
// Vector v2 forms an edge between v0 and v1, thus forming a triangle.
// An intersection exists between v0 and v1 if their cross product is parallel with the cross product of v2 and v1
// The scalar of v0 can then be found by the ratio between the two cross products
vec3d v2, crossA, crossB;
vm_vec_sub(&v2, p1, p0);
vm_vec_cross(&crossA, v0, v1);
vm_vec_cross(&crossB, &v2, v1);
if (vm_vec_equal(crossA, vmd_zero_vector)) {
// Colinear
return -1;
}
if (!vm_test_parallel(&crossA, &crossB)) {
// The two cross products are not parallel, so no intersection between v0 and v1
return -2;
}
*s = vm_vec_mag(&crossB) / vm_vec_mag(&crossA);
return 0;
}
void find_point_on_line_nearest_skew_line(vec3d *dest, const vec3d *p1, const vec3d *d1, const vec3d *p2, const vec3d *d2)
{
vec3d n, n2, pdiff;
// The cross product of the direction vectors is perpendicular to both lines
vm_vec_cross(&n, d1, d2);
// The plane formed by the translations of Line 2 along n contains the point p2 and is perpendicular to n2 = d2 x n
vm_vec_cross(&n2, d2, &n);
// So now we find the intersection of Line 1 with that plane, which is apparently this gibberish
vm_vec_sub(&pdiff, p2, p1);
float numerator = vm_vec_dot(&pdiff, &n2);
float denominator = vm_vec_dot(d1, &n2);
vm_vec_scale_add(dest, p1, d1, numerator / denominator);
}
// normalizes only if above a threshold, returns if normalized or not
bool vm_maybe_normalize(vec3d* dst, const vec3d* src, float threshold) {
float mag = vm_vec_mag(src);
if (mag < threshold) return false;
vm_vec_copy_scale(dst, src, 1 / mag);
return true;
}
// Produce a vector perpendicular to the normalized input vector unit_normal,
// in the direction preference (if not null). If that direction doesn't work it picks the z or y direction,
// so that an output perpendicular vector is guaranteed.
void vm_orthogonalize_one_vec(vec3d* dst, const vec3d* unit_normal, const vec3d* preference) {
if (preference != nullptr) {
vm_vec_projection_onto_plane(dst, preference, unit_normal);
if (vm_maybe_normalize(dst, dst)) {
// The process of rescaling dst may have exaggerated floating point inaccuracy
// so that dst is no longer approximately orthogonal to unit_normal,
// so project it again.
if (fabs(vm_vec_dot(dst, unit_normal)) > 1e-4f) {
vm_vec_projection_onto_plane(dst, dst, unit_normal);
vm_vec_normalize(dst);
}
return;
}
}
vm_vec_projection_onto_plane(dst, &vmd_z_vector, unit_normal);
if (vm_maybe_normalize(dst, dst)) return;
vm_vec_projection_onto_plane(dst, &vmd_y_vector, unit_normal);
}
// Produce two vectors perpendicular to each other from two arbitrary vectors src1, src2.
// In the normal case dst1 will point in the direction of src1 and dst2 will be in the plane
// of src1, src2 and perpendicular to dst1, but in the case of degeneracy it tries to
// give useful results. The vector preference is a third vector (which may be null)
// that will be considered in case the first two vectors are zero.
void vm_orthogonalize_two_vec(vec3d* dst1, vec3d* dst2, const vec3d* src1, const vec3d* src2, const vec3d* preference) {
if (vm_maybe_normalize(dst1, src1))
vm_orthogonalize_one_vec(dst2, dst1, src2);
else if (vm_maybe_normalize(dst2, src2))
vm_orthogonalize_one_vec(dst1, dst2, src1);
else {
if (preference == nullptr || !vm_maybe_normalize(dst1, preference))
vm_vec_make(dst1, 1, 0, 0);
vm_orthogonalize_one_vec(dst2, dst1, src2);
}
}
// make sure matrix is orthogonal
// computes a matrix from one or more vectors. The forward vector is required,
// with the other two being optional. If both up & right vectors are passed,
// the up vector is used. If only the forward vector is passed, a bank of
// zero is assumed
void vm_orthogonalize_matrix(matrix *m_src)
{
vec3d fvec, uvec;
vm_orthogonalize_two_vec(&fvec, &uvec, &m_src->vec.fvec, &m_src->vec.uvec, &m_src->vec.rvec);
vm_vec_cross(&m_src->vec.rvec, &uvec, &fvec);
m_src->vec.fvec = fvec;
m_src->vec.uvec = uvec;
}
// 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)
{
float fmag, umag, rmag;
fmag = vm_vec_mag(&m->vec.fvec);
umag = vm_vec_mag(&m->vec.uvec);
rmag = vm_vec_mag(&m->vec.rvec);
if (fmag <= 0.0f) {
if ((umag > 0.0f) && (rmag > 0.0f) && !vm_test_parallel(&m->vec.uvec, &m->vec.rvec)) {
vm_vec_cross(&m->vec.fvec, &m->vec.uvec, &m->vec.rvec);
vm_vec_normalize(&m->vec.fvec);
} else if (umag > 0.0f) {
if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && m->vec.uvec.xyz.z) // z vector
vm_vec_make(&m->vec.fvec, 1.0f, 0.0f, 0.0f);
else
vm_vec_make(&m->vec.fvec, 0.0f, 0.0f, 1.0f);
}
} else
vm_vec_normalize(&m->vec.fvec);
// we now have a valid and normalized forward vector
if ((umag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.uvec)) { // no up vector to use..
if ((rmag <= 0.0f) || vm_test_parallel(&m->vec.fvec, &m->vec.rvec)) { // no right vector either, so make something up
if (!m->vec.fvec.xyz.x && m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z) // vertical vector
vm_vec_make(&m->vec.uvec, 0.0f, 0.0f, -1.0f);
else
vm_vec_make(&m->vec.uvec, 0.0f, 1.0f, 0.0f);
} else { // use the right vector to figure up vector
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
vm_vec_normalize(&m->vec.uvec);
}
} else
vm_vec_normalize(&m->vec.uvec);
// we now have both valid and normalized forward and up vectors
vm_vec_cross(&m->vec.rvec, &m->vec.uvec, &m->vec.fvec);
//normalize new perpendicular vector
vm_vec_normalize(&m->vec.rvec);
//now recompute up vector, in case it wasn't entirely perpendiclar
vm_vec_cross(&m->vec.uvec, &m->vec.fvec, &m->vec.rvec);
}
//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 )
{
matrix rotmat,new_orient;
vm_angles_2_matrix(&rotmat,tangles);
vm_matrix_x_matrix(&new_orient,orient,&rotmat);
*orient = new_orient;
vm_orthogonalize_matrix(orient);
}
// dir must be normalized!
float vm_vec_dot_to_point(const vec3d *dir, const vec3d *p1, const vec3d *p2)
{
vec3d tvec;
vm_vec_sub(&tvec, p2, p1);
// VECMAT-ERROR: NULL VEC3D (p1 == p2)
vm_vec_normalize_safe(&tvec);
return vm_vec_dot(dir, &tvec);
}
/////////////////////////////////////////////////////////
// Given a plane and a point, return the point on the plane closest the the point.
// Result returned in q.
void compute_point_on_plane(vec3d *q, const plane *planep, const vec3d *p)
{
float k;
vec3d normal;
normal.xyz.x = planep->A;
normal.xyz.y = planep->B;
normal.xyz.z = planep->C;
k = (planep->D + vm_vec_dot(&normal, p)) / vm_vec_dot(&normal, &normal);
vm_vec_scale_add(q, p, &normal, -k);
}
// Generate a fairly random vector that's normalized.
void vm_vec_rand_vec(vec3d *rvec)
{
rvec->xyz.x = (frand() - 0.5f) * 2;
rvec->xyz.y = (frand() - 0.5f) * 2;
rvec->xyz.z = (frand() - 0.5f) * 2;
if (IS_VEC_NULL_SQ_SAFE(rvec))
rvec->xyz.x = 1.0f;
vm_vec_normalize(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)
{
vec3d tmp, tmp1;
matrix m, r;
angles ta;
vm_vector_2_matrix_norm(&m, line_dir, NULL, NULL );
ta.p = ta.h = 0.0f;
ta.b = angle;
vm_angles_2_matrix(&r,&ta);
vm_vec_sub( &tmp, in, line_point ); // move relative to a point on line
vm_vec_rotate( &tmp1, &tmp, &m); // rotate into line's base
vm_vec_rotate( &tmp, &tmp1, &r); // rotate around Z
vm_vec_unrotate( &tmp1, &tmp, &m); // unrotate out of line's base
vm_vec_add( out, &tmp1, line_point ); // move back to world coordinates
}
// Given two position vectors, return 0 if the same, else non-zero.
int vm_vec_cmp( const vec3d * a, const vec3d * b )
{
float diff = vm_vec_dist(a,b);
//mprintf(( "Diff=%.32f\n", diff ));
if ( diff > 0.005f )
return 1;
else
return 0;
}
// Given two orientation matrices, return 0 if the same, else non-zero.
int vm_matrix_cmp(const matrix * a, const matrix * b)
{
float tmp1,tmp2,tmp3;
tmp1 = fl_abs(vm_vec_dot( &a->vec.uvec, &b->vec.uvec ) - 1.0f);
tmp2 = fl_abs(vm_vec_dot( &a->vec.fvec, &b->vec.fvec ) - 1.0f);
tmp3 = fl_abs(vm_vec_dot( &a->vec.rvec, &b->vec.rvec ) - 1.0f);
// mprintf(( "Mat=%.16f, %.16f, %.16f\n", tmp1, tmp2, tmp3 ));
if ( tmp1 > 0.0000005f ) return 1;
if ( tmp2 > 0.0000005f ) return 1;
if ( tmp3 > 0.0000005f ) return 1;
return 0;
}
// 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 )
{
float delta;
float abs_delta;
if ( desired_angle < 0.0f ) desired_angle += PI2;
if ( desired_angle > PI2 ) desired_angle -= PI2;
delta = desired_angle - *h;
abs_delta = fl_abs(delta);
if ((force_front) && ((desired_angle > PI) ^ (*h > PI)) ) {
// turn away from PI
if ( *h > PI )
delta = abs_delta;
else
delta = -abs_delta;
} else {
if ( abs_delta > PI ) {
// Go the other way, since it will be shorter.
if ( delta > 0.0f ) {
delta = delta - PI2;
} else {
delta = PI2 - delta;
}
}
}
if ( delta > step_size )
*h += step_size;
else if ( delta < -step_size )
*h -= step_size;
else
*h = desired_angle;
// If we wrap outside of 0 to 2*PI, then put the
// angle back in the range 0 to 2*PI.
if ( *h > PI2 ) *h -= PI2;
if ( *h < 0.0f ) *h += PI2;
return delta;
}
float vm_delta_from_interp_angle( float current_angle, float desired_angle )
{
float delta;
if ( desired_angle < 0.0f ) desired_angle += PI2;
if ( desired_angle > PI2 ) desired_angle -= PI2;
delta = desired_angle - current_angle;
if ( fl_abs(delta) > PI ) {
if ( delta > 0.0f ) {
delta = delta - PI2;
} else {
delta = PI2 - delta;
}
}
return delta;
}
// check a matrix for zero rows and columns
int vm_check_matrix_for_zeros(const matrix *m)
{
if (!m->vec.fvec.xyz.x && !m->vec.fvec.xyz.y && !m->vec.fvec.xyz.z)
return 1;
if (!m->vec.rvec.xyz.x && !m->vec.rvec.xyz.y && !m->vec.rvec.xyz.z)
return 1;
if (!m->vec.uvec.xyz.x && !m->vec.uvec.xyz.y && !m->vec.uvec.xyz.z)
return 1;
if (!m->vec.fvec.xyz.x && !m->vec.rvec.xyz.x && !m->vec.uvec.xyz.x)
return 1;
if (!m->vec.fvec.xyz.y && !m->vec.rvec.xyz.y && !m->vec.uvec.xyz.y)
return 1;
if (!m->vec.fvec.xyz.z && !m->vec.rvec.xyz.z && !m->vec.uvec.xyz.z)
return 1;
return 0;
}
// see if two vectors are the same
int vm_vec_same(const vec3d *v1, const vec3d *v2)
{
if ( v1->xyz.x == v2->xyz.x && v1->xyz.y == v2->xyz.y && v1->xyz.z == v2->xyz.z )
return 1;
return 0;
}
// see if two matrices are the same
int vm_matrix_same(matrix *m1, matrix *m2)
{
int i;
for (i = 0; i < 9; i++)
if (m1->a1d[i] != m2->a1d[i])
return 0;
return 1;
}
// --------------------------------------------------------------------------------------
void vm_quaternion_rotate(matrix *M, float theta, const vec3d *u)
// given an arbitrary rotation axis and rotation angle, function generates the
// corresponding rotation matrix
//
// M is the return rotation matrix theta is the angle of rotation
// u is the direction of the axis.
// this is adapted from Computer Graphics (Hearn and Bker 2nd ed.) p. 420
//
{
float a,b,c, s;
float sin_theta = sinf(theta * 0.5f);
a = (u->xyz.x * sin_theta);
b = (u->xyz.y * sin_theta);
c = (u->xyz.z * sin_theta);
s = cosf(theta * 0.5f);
// 1st ROW vector
M->vec.rvec.xyz.x = 1.0f - 2.0f*b*b - 2.0f*c*c;
M->vec.rvec.xyz.y = 2.0f*a*b + 2.0f*s*c;
M->vec.rvec.xyz.z = 2.0f*a*c - 2.0f*s*b;
// 2nd ROW vector
M->vec.uvec.xyz.x = 2.0f*a*b - 2.0f*s*c;
M->vec.uvec.xyz.y = 1.0f - 2.0f*a*a - 2.0f*c*c;
M->vec.uvec.xyz.z = 2.0f*b*c + 2.0f*s*a;
// 3rd ROW vector
M->vec.fvec.xyz.x = 2.0f*a*c + 2.0f*s*b;
M->vec.fvec.xyz.y = 2.0f*b*c - 2.0f*s*a;
M->vec.fvec.xyz.z = 1.0f - 2.0f*a*a - 2.0f*b*b;
}
// --------------------------------------------------------------------------------------
//void vm_matrix_to_rot_axis_and_angle(matrix *m, float *theta, vec3d *rot_axis)
// Converts a matrix into a rotation axis and an angle around that axis
// Note for angle is very near 0, returns 0 with axis of (1,0,0)
// For angles near PI, returns PI with correct axis
//
// rot_axis - the resultant axis of rotation
// theta - the resultatn rotation around the axis
// m - the initial matrix
void vm_matrix_to_rot_axis_and_angle(const matrix *m, float *theta, vec3d *rot_axis)
{
float trace = m->a2d[0][0] + m->a2d[1][1] + m->a2d[2][2];
float cos_theta = 0.5f * (trace - 1.0f);
if (cos_theta > 0.999999875f) { // angle is less than 1 milirad (0.057 degrees)
*theta = 0.0f;
vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
} else if (cos_theta > -0.999999875f) { // angle is within limits between 0 and PI
*theta = acosf(cos_theta);
Assert( !fl_is_nan(*theta) );
rot_axis->xyz.x = (m->vec.uvec.xyz.z - m->vec.fvec.xyz.y);
rot_axis->xyz.y = (m->vec.fvec.xyz.x - m->vec.rvec.xyz.z);
rot_axis->xyz.z = (m->vec.rvec.xyz.y - m->vec.uvec.xyz.x);
if (IS_VEC_NULL_SQ_SAFE(rot_axis)) {
vm_vec_make(rot_axis, 1.0f, 0.0f, 0.0f);
} else {
vm_vec_normalize(rot_axis);
}
} else { // angle is PI within limits
*theta = PI;
// find index of largest diagonal term
int largest_diagonal_index = 0;
if (m->a2d[1][1] > m->a2d[0][0]) {
largest_diagonal_index = 1;
}
if (m->a2d[2][2] > m->a2d[largest_diagonal_index][largest_diagonal_index]) {
largest_diagonal_index = 2;
}
switch (largest_diagonal_index) {
case 0:
float ix;
rot_axis->xyz.x = fl_sqrt(m->a2d[0][0] + 1.0f);
ix = 1.0f / rot_axis->xyz.x;
rot_axis->xyz.y = m->a2d[0][1] * ix;
rot_axis->xyz.z = m->a2d[0][2] * ix;
break;
case 1:
float iy;
rot_axis->xyz.y = fl_sqrt(m->a2d[1][1] + 1.0f);
iy = 1.0f / rot_axis->xyz.y;
rot_axis->xyz.x = m->a2d[1][0] * iy;
rot_axis->xyz.z = m->a2d[1][2] * iy;
break;
case 2:
float iz;
rot_axis->xyz.z = fl_sqrt(m->a2d[2][2] + 1.0f);
iz = 1.0f / rot_axis->xyz.z;
rot_axis->xyz.x = m->a2d[2][0] * iz;
rot_axis->xyz.y = m->a2d[2][1] * iz;
break;
default:
Int3(); // this should never happen
break;
}
// normalize rotation axis
vm_vec_normalize(rot_axis);
}
}
// --------------------------------------------------------------------------------------
void get_camera_limits(const matrix *start_camera, const matrix *end_camera, float time, vec3d *acc_max, vec3d *w_max)
{
matrix temp, rot_matrix;
float theta;
vec3d rot_axis;
vec3d angle;
// determine the necessary rotation matrix
vm_copy_transpose(&temp, start_camera);
vm_matrix_x_matrix(&rot_matrix, &temp, end_camera);
vm_orthogonalize_matrix(&rot_matrix);
// determine the rotation axis and angle
vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis);
// find the rotation about each axis
angle.xyz.x = theta * rot_axis.xyz.x;
angle.xyz.y = theta * rot_axis.xyz.y;
angle.xyz.z = theta * rot_axis.xyz.z;
// allow for 0 time input
if (time <= 1e-5f) {
vm_vec_make(acc_max, 0.0f, 0.0f, 0.0f);
vm_vec_make(w_max, 0.0f, 0.0f, 0.0f);
} else {
// find acceleration limit using (theta/2) takes (time/2)
// and using const accel theta = 1/2 acc * time^2
acc_max->xyz.x = 4.0f * fl_abs(angle.xyz.x) / (time * time);
acc_max->xyz.y = 4.0f * fl_abs(angle.xyz.y) / (time * time);
acc_max->xyz.z = 4.0f * fl_abs(angle.xyz.z) / (time * time);
// find angular velocity limits
// w_max = acc_max * time / 2
w_max->xyz.x = acc_max->xyz.x * time / 2.0f;
w_max->xyz.y = acc_max->xyz.y * time / 2.0f;
w_max->xyz.z = acc_max->xyz.z * time / 2.0f;
}
}
#define OVERSHOOT_PREVENTION_PADDING 0.98f
// physically models within the frame the physical behavior to get to a goal position
// given an arbitrary initial velocity
void vm_angular_move_1dimension_calc(float goal, float* vel, float delta_t,
float* dist, float vel_limit, float acc_limit)
{
// These diagrams depict two common situations, and although they both start with negative velocity
// for illustrative purposes, it is not necessary and the apex may be at the present or even in the past.
//
// t1 < t2 means there is a straight segment, so we coast for some time
//
// _..--- goal
// now .''
// | .' |
// v .' |
// . .' t_straight
// ''-.-''|
// apex t1 (= t_up)
//
// t1 > t2, no straight segment, accelerate then deccelerate, no coasting
//
// now _..--- goal
// | .'
// v .
// . .|
// ''-.-'' |
// apex t2 (= t_up)
//
float t1 = (vel_limit - *vel) / acc_limit; // time to accelerate from the current velocity (possibly negative) to +vel_limit
float apex_t = -*vel / acc_limit; // the time when we had / will have velocity zero, assuming acceleration at +acc_limit
float apex = *vel * apex_t / 2; // the position we had / will have at the apex
float switchover_point = OVERSHOOT_PREVENTION_PADDING / (OVERSHOOT_PREVENTION_PADDING + 1.f); // when on the path
// we switch from accelerating to deccelerating (very close to 1/2)
float half_dist = (goal - *dist - apex) * switchover_point; // half the distance from apex to goal (where we hit peak velocity)
float t2 = apex_t + fl_sqrt(2 * half_dist / acc_limit); // The time at which we reach half_dist, assuming we never hit vel_limit
float t_up = fmin(delta_t, fmin(t1, t2)); // We exit the initial upward curve when we either hit vel_limit (t1)
// or we start the approach to the goal (t2), so t_up is the min
// add distance and vel for t_up
*dist += *vel * t_up + acc_limit * t_up * t_up / 2;
*vel += acc_limit * t_up;
// If we have run out of time in the frame, break, else advance by t_up
if (delta_t <= t_up) return;
delta_t -= t_up;
// If t1 <= t2 then we have a straight segment (cruising at +vel_limit)
if (t1 <= t2) {
// time it takes to reach the approach
float t_straight = fmin(delta_t, (goal - 0.5f * vel_limit * vel_limit / acc_limit - *dist) / vel_limit);
// add distance and vel
*dist += vel_limit * t_straight;
// If we have run out of time in the frame, break, else advance by t_straight
if (delta_t <= t_straight) return;
delta_t -= t_straight;
}
// On approach to the goal, with acceleration -acc_limit
// Our current velocity is either vel_limit if we had a straight segment, or the peak velocity at half_dist
// slow down our acc very slightly to avoid possible time costly overshoot
acc_limit *= OVERSHOOT_PREVENTION_PADDING;
// t_down is the time to slow to a stop
float t_down = fmin(delta_t, *vel / acc_limit);
// add distance and vel for t_down
*dist += *vel * t_down - acc_limit * t_down * t_down / 2;
*vel -= acc_limit * t_down;
// If we have run out of time in the frame, break, else advance by t_down
if (delta_t <= t_down) return;
// We've arrived
*dist = goal;
*vel = 0;
}
// physically models within the frame the physical behavior to get to a one-dimensional goal position
// given an arbitrary initial velocity
float vm_angular_move_1dimension(float goal, float delta_t, float* vel, float vel_limit, float acc_limit, float slowdown_factor, bool force_no_overshoot)
{
float effective_vel_limit = slowdown_factor == 0 ? 0 : slowdown_factor * vel_limit;
float effective_acc_limit = slowdown_factor == 0 ? 0 : slowdown_factor * acc_limit;
if (acc_limit <= 0) return *vel * delta_t; // Can't accelerate? No point in continuing!
float dist = 0;
float t_slow = fmin(delta_t, (fabs(*vel) - effective_vel_limit) / acc_limit); // Time until we get down to our max speed
if (t_slow > 0) { // If that's zero (were at max) or negative (below max)
float acc = *vel >= 0 ? -acc_limit : acc_limit; // excellent, but otherwise, there's no choices to make
dist += *vel * t_slow + acc * t_slow * t_slow / 2; // slam on the brakes and continue only if there was enough
*vel += acc * t_slow; // time in the frame to get down to max
if (delta_t <= t_slow) return dist;
delta_t -= t_slow;
}
if (effective_vel_limit <= 0 || effective_acc_limit <= 0) return dist + *vel * delta_t; // Can't move (from slowdown factor or otherwise)? Also no point in continuing!
float goal_trajectory_speed = fl_sqrt(2.0f * acc_limit * fabsf(goal));
bool should_acc_upwards = goal >= 0 ? *vel < goal_trajectory_speed : *vel < -goal_trajectory_speed;
// This makes sure that the initial acceleration is always positive
// If the goal is above, or if it's below but our vel will put it above us before we can slow down enough, we're good
if (should_acc_upwards) {
if (goal < 0 && force_no_overshoot)
*vel = -goal_trajectory_speed; // With no overshoot our input velocity is always to set to the perfect trajectory
vm_angular_move_1dimension_calc(goal, vel, delta_t, &dist, effective_vel_limit, effective_acc_limit);
}
else { // else flip it so our goal is above and again we get initial positive accel
if (goal > 0 && force_no_overshoot)
*vel = goal_trajectory_speed; // With no overshoot our input velocity is always to set to the perfect trajectory
*vel = -*vel, dist = -dist;
vm_angular_move_1dimension_calc(-goal, vel, delta_t, &dist, effective_vel_limit, effective_acc_limit);
*vel = -*vel, dist = -dist;
}
return dist;
}
float time_to_arrival_calc(float goal, float vel, float vel_limit, float acc_limit) {
float t1 = (vel_limit - vel) / acc_limit; // time to accelerate from the current velocity (possibly negative) to +vel_limit
float apex_t = -vel / acc_limit; // the time when we had / will have velocity zero, assuming acceleration at +acc_limit
float apex = vel * apex_t / 2; // the position we had / will have at the apex
float half_dist = (goal - apex) / 2; // half the distance from apex to goal (where we hit peak velocity)
float t2 = apex_t + fl_sqrt(2 * half_dist / acc_limit); // The time at which we reach half_dist, assuming we never hit vel_limit
float time; // accumulated time to arrival
// If t1 <= t2 then we have a straight segment (cruising at +vel_limit)
if (t1 <= t2) {
float dist = vel * t1 + acc_limit * t1 * t1 / 2; // at the end of the upward bend we are at dist
vel = vel_limit; // and we reach velocity vel_limit
// and the time at the start of the approach is t1 + t_straight
time = t1 + (goal - 0.5f * vel_limit * vel_limit / acc_limit - dist) / vel_limit;
}
else {
// If t2 < t1 then there is no straight segment, we just accelerate until the approach
// so time = t2 and vel is however much we can accelerate in that time
time = t2;
vel += acc_limit * t2;
}
// The total time is the time to the approach + the deceleration time
return time + vel / acc_limit;
}
// called by vm_angular_move to compute a slowing factor
// pared down versions of the 1dimension functions
float time_to_arrival(float goal, float vel, float vel_limit, float acc_limit) {
// We won't consider speeds above our max, the time estimate gets complicated and the result won't be a straight line anyway
if (fabs(vel) > vel_limit) {
vel = vel > 0 ? vel_limit : -vel_limit;
}
return (vel < (goal >= 0 ? fl_sqrt(2.0f * acc_limit * goal) : -fl_sqrt(2.0f * acc_limit * -goal))) // same thing as scalar interpolate
? time_to_arrival_calc(goal, vel, vel_limit, acc_limit)
: time_to_arrival_calc(-goal, -vel, vel_limit, acc_limit);
}
// splits up the accelerating/deccelerating/go to position function for each component
// and also scales their speed to make a nice straight line
// note that this is now treated as a movement in linear space, despite the name
vec3d vm_angular_move(const vec3d* goal, float delta_t,
vec3d* vel, const vec3d* vel_limit, const vec3d* acc_limit, bool aggressive_bank, bool force_no_overshoot, bool no_directional_bias)
{
vec3d ret, slow;
vm_vec_make(&slow, 1.f, 1.f, 1.f);
if (no_directional_bias) {
// first, the estimated time to arrive at the goal angular position is calculated for each component
slow.xyz.x = time_to_arrival(goal->xyz.x, vel->xyz.x, vel_limit->xyz.x, acc_limit->xyz.x);
slow.xyz.y = time_to_arrival(goal->xyz.y, vel->xyz.y, vel_limit->xyz.y, acc_limit->xyz.y);
slow.xyz.z = time_to_arrival(goal->xyz.z, vel->xyz.z, vel_limit->xyz.z, acc_limit->xyz.z);
// then, compute a slowing factor for the 1 or 2 faster-to-arrive-at-their-destination components
// so they arrive at approximately the same time as the slowest component, so the path there is nice and straight
float max = fmax(slow.xyz.x, fmax(slow.xyz.y, slow.xyz.z));
if (max != 0) vm_vec_scale(&slow, 1 / max);
if (aggressive_bank) slow.xyz.z = 1.f;
}
ret.xyz.x = vm_angular_move_1dimension(goal->xyz.x, delta_t, &vel->xyz.x, vel_limit->xyz.x, acc_limit->xyz.x, slow.xyz.x, force_no_overshoot);
ret.xyz.y = vm_angular_move_1dimension(goal->xyz.y, delta_t, &vel->xyz.y, vel_limit->xyz.y, acc_limit->xyz.y, slow.xyz.y, force_no_overshoot);
ret.xyz.z = vm_angular_move_1dimension(goal->xyz.z, delta_t, &vel->xyz.z, vel_limit->xyz.z, acc_limit->xyz.z, slow.xyz.z, force_no_overshoot);
return ret;
}
// ---------------------------------------------------------------------------------------------
//
// inputs: goal_orient => goal orientation matrix
// curr_orient => current orientation matrix
// w_in => current input angular velocity
// delta_t => time to move toward goal
// next_orient => the orientation matrix at time delta_t (with current forward vector)
// w_out => the angular velocity of the ship at delta_t
// vel_limit => maximum rotational speed
// acc_limit => maximum rotational acceleration
// no_directional_bias => will cause the angular path generated to be as straight as possible, rather than greedily
// turning at maximum on all axes (and thus possibly produce a 'crooked' path)
// force_no_overshoot => forces the interpolation to not overshoot, if it is approaching its goal too fast
// it will always arrive with 0 velocity, even if its acceleration would not normally
// allow it slow down in time
//
// Asteroth - this replaced retail's "vm_matrix_interpolate" in PR 2668.
// The produced behavior is on average 0.52% slower (std dev 0.74%) than the retail function
// Roughly twice that if framerate_independent_turning is enabled.
//
// The function attempts to rotate the input matrix into the goal matrix taking account of anglular
// momentum (velocity)
void vm_angular_move_matrix(const matrix* goal_orient, const matrix* curr_orient, const vec3d* w_in, float delta_t,
matrix* next_orient, vec3d* w_out, const vec3d* vel_limit, const vec3d* acc_limit, bool no_directional_bias, bool force_no_overshoot)
{
// Find rotation needed for goal
// goal_orient = R curr_orient, so R = goal_orient curr_orient^-1
matrix Mtemp1;
vm_copy_transpose(&Mtemp1, curr_orient); // Mtemp1 = curr ^-1
matrix rot_matrix; // rotation matrix from curr_orient to goal_orient
vm_matrix_x_matrix(&rot_matrix, &Mtemp1, goal_orient); // R = goal * Mtemp1
vm_orthogonalize_matrix(&rot_matrix);
vec3d rot_axis; // vector indicating direction of rotation axis
float theta; // magnitude of rotation about the rotation axis
vm_matrix_to_rot_axis_and_angle(&rot_matrix, &theta, &rot_axis); // determines angle and rotation axis from curr to goal
// find theta to goal
vec3d theta_goal; // desired angular position at the end of the time interval
vm_vec_copy_scale(&theta_goal, &rot_axis, theta);
// continue to interpolate, unless we are at the goal with no velocity, in which case we have arrived
if (theta < SMALL_NUM && vm_vec_mag_squared(w_in) < SMALL_NUM * SMALL_NUM) {
*next_orient = *goal_orient;
vm_vec_zero(w_out);
return;
}
// calculate best approach in linear space (returns velocity in w_out and position difference in rot_axis)
*w_out = *w_in;
rot_axis = vm_angular_move(&theta_goal, delta_t, w_out, vel_limit, acc_limit, false, force_no_overshoot, no_directional_bias);
// arrived at goal? (equality comparison is okay here because vm_vector_interpolate returns theta_goal on arrival)
if (rot_axis == theta_goal) {
*next_orient = *goal_orient;
// rotate velocity out to reflect new local frame
vec3d vtemp = *w_out;
vm_vec_rotate(w_out, &vtemp, &rot_matrix);
return;
}
// normalize rotation axis and determine total rotation angle
theta = vm_vec_mag(&rot_axis);
if (theta > SMALL_NUM)
vm_vec_scale(&rot_axis, 1 / theta);
// if the positional change is small, reuse orient (and return because velocity is already set)
if (theta < SMALL_NUM) {
*next_orient = *curr_orient;
return;
}
// otherwise rotate orient by theta along rot_axis
vm_quaternion_rotate(&Mtemp1, theta, &rot_axis);
Assert(is_valid_matrix(&Mtemp1));
vm_matrix_x_matrix(next_orient, curr_orient, &Mtemp1);
vm_orthogonalize_matrix(next_orient);
// and rotate velocity out to reflect new local frame
vec3d vtemp = *w_out;
vm_vec_rotate(w_out, &vtemp, &Mtemp1);
}
// ---------------------------------------------------------------------------------------------
//
// inputs: goal_f => goal forward vector
// orient => current orientation matrix (with current forward vector)
// w_in => current input angular velocity
// delta_t => this frametime
// delta_bank => desired change in bank in degrees
// next_orient => the orientation matrix at time delta_t (with current forward vector)
// w_out => the angular velocity of the ship at delta_t
// vel_limit => maximum rotational speed
// acc_limit => maximum rotational acceleration
// no_directional_bias => will cause the angular path generated to be as straight as possible, rather than greedily
// turning at maximum on all axes (and thus possibly produce a 'crooked' path)
//
// Asteroth - this replaced retail's "vm_forward_interpolate" in PR 2668.
// The produced behavior is on average 0.06% slower (std dev 0.32%) than the retail function
// Roughly twice that if framerate_independent_turning is enabled, or if the object is a missile.
//
// function attempts to rotate the forward vector toward the goal forward vector taking account of anglular
// momentum (velocity) Attempt to try to move bank by goal delta_bank.
// called "vm_forward_interpolate" in retail
void vm_angular_move_forward_vec(const vec3d* goal_f, const matrix* orient, const vec3d* w_in, float delta_t, float delta_bank,
matrix* next_orient, vec3d* w_out, const vec3d* vel_limit, const vec3d* acc_limit, bool no_directional_bias)
{
vec3d rot_axis;
vm_vec_cross(&rot_axis, &orient->vec.fvec, goal_f); // Get the direction to rotate to the goal
float cos_theta = vm_vec_dot(&orient->vec.fvec, goal_f); // Get cos(theta) where theta is the amount to rotate
float sin_theta = fmin(vm_vec_mag(&rot_axis), 1.0f); // Get sin(theta) (cap at 1 for floating point errors)
vec3d theta_goal;
vm_vec_make(&theta_goal, 0, 0, delta_bank); // theta_goal will contain the radians to rotate (in the same direction as rot_axis but in local coords)
if (sin_theta <= SMALL_NUM) { // sin(theta) is small so we are either very close or very far
if (cos_theta < 0) { // cos(theta) < 0, sin(theta) ~ 0 means we are pointed exactly the opposite way
float w_mag_sq = w_in->xyz.x * w_in->xyz.x + w_in->xyz.y * w_in->xyz.y;
if (w_mag_sq <= SMALL_NUM * SMALL_NUM) { // if we have ~ no angular velocity
theta_goal.xyz.x = PI; // Rotate in x direction (arbitrarily)
}
else { // otherwise prefer to rotate in the direction of angular velocity
float d = PI / fl_sqrt(w_mag_sq);
theta_goal.xyz.x = w_in->xyz.x * d;
theta_goal.xyz.y = w_in->xyz.y * d;
}
}
// continue to interpolate, unless we also have no velocity, in which case we have arrived
else if (vm_vec_mag_squared(w_in) < SMALL_NUM * SMALL_NUM) {
*next_orient = *orient;
vm_vec_zero(w_out);
return;
}
}
else {
vec3d local_rot_axis;
// rotate rot_axis into ship reference frame
vm_vec_rotate(&local_rot_axis, &rot_axis, orient);
// derive theta from sin(theta) for better accuracy
vm_vec_copy_scale(&theta_goal, &local_rot_axis, (cos_theta > 0 ? asinf(sin_theta) : PI - asinf(sin_theta)) / sin_theta);
// reset z to delta_bank, because it just got cleared
theta_goal.xyz.z = delta_bank;
}
// calculate best approach in linear space (returns velocity in w_out and position difference in rot_axis)
*w_out = *w_in;
rot_axis = vm_angular_move(&theta_goal, delta_t, w_out, vel_limit, acc_limit, true, false, no_directional_bias);
// normalize rotation axis and determine total rotation angle
float theta = vm_vec_mag(&rot_axis);
if (theta > SMALL_NUM)
vm_vec_scale(&rot_axis, 1 / theta);
// if the positional change is small, reuse orient (and return because velocity is already set)
if (theta < SMALL_NUM) {
*next_orient = *orient;
return;
}
// otherwise rotate orient by theta along rot_axis
matrix Mtemp1;
vm_quaternion_rotate(&Mtemp1, theta, &rot_axis);
vm_matrix_x_matrix(next_orient, orient, &Mtemp1);
Assert(is_valid_matrix(next_orient));
// and rotate velocity out to reflect new local frame
vec3d vtemp = *w_out;
vm_vec_rotate(w_out, &vtemp, &Mtemp1);
}
// ------------------------------------------------------------------------------------
// vm_find_bounding_sphere()
//
// Calculate a bounding sphere for a set of points.
//
// input: pnts => array of world positions
// num_pnts => number of points inside pnts array
// center => OUTPUT PARAMETER: contains world pos of bounding sphere center
// radius => OUTPUT PARAMETER: continas radius of bounding sphere
//
#define BIGNUMBER 100000000.0f
void vm_find_bounding_sphere(const vec3d *pnts, int num_pnts, vec3d *center, float *radius)
{
int i;
float rad, rad_sq, xspan, yspan, zspan, maxspan;
float old_to_p, old_to_p_sq, old_to_new;
vec3d diff, xmin, xmax, ymin, ymax, zmin, zmax, dia1, dia2;
const vec3d *p;
xmin = vmd_zero_vector;
ymin = vmd_zero_vector;
zmin = vmd_zero_vector;
xmax = vmd_zero_vector;
ymax = vmd_zero_vector;
zmax = vmd_zero_vector;
xmin.xyz.x = ymin.xyz.y = zmin.xyz.z = BIGNUMBER;
xmax.xyz.x = ymax.xyz.y = zmax.xyz.z = -BIGNUMBER;
for ( i = 0; i < num_pnts; i++ ) {
p = &pnts[i];
if ( p->xyz.x < xmin.xyz.x )
xmin = *p;
if ( p->xyz.x > xmax.xyz.x )
xmax = *p;
if ( p->xyz.y < ymin.xyz.y )
ymin = *p;
if ( p->xyz.y > ymax.xyz.y )
ymax = *p;
if ( p->xyz.z < zmin.xyz.z )
zmin = *p;
if ( p->xyz.z > zmax.xyz.z )
zmax = *p;
}
// find distance between two min and max points (squared)
vm_vec_sub(&diff, &xmax, &xmin);
xspan = vm_vec_mag_squared(&diff);
vm_vec_sub(&diff, &ymax, &ymin);
yspan = vm_vec_mag_squared(&diff);
vm_vec_sub(&diff, &zmax, &zmin);
zspan = vm_vec_mag_squared(&diff);
dia1 = xmin;
dia2 = xmax;
maxspan = xspan;
if ( yspan > maxspan ) {
maxspan = yspan;
dia1 = ymin;
dia2 = ymax;
}
if ( zspan > maxspan ) {
maxspan = zspan;
dia1 = zmin;
dia2 = zmax;
}
// calc initial center
vm_vec_add(center, &dia1, &dia2);
vm_vec_scale(center, 0.5f);
vm_vec_sub(&diff, &dia2, center);
rad_sq = vm_vec_mag_squared(&diff);
rad = fl_sqrt(rad_sq);
Assert( !fl_is_nan(rad) );
// second pass
for ( i = 0; i < num_pnts; i++ ) {
p = &pnts[i];
vm_vec_sub(&diff, p, center);
old_to_p_sq = vm_vec_mag_squared(&diff);
if ( old_to_p_sq > rad_sq ) {
old_to_p = fl_sqrt(old_to_p_sq);
// calc radius of new sphere
rad = (rad + old_to_p) / 2.0f;
rad_sq = rad * rad;
old_to_new = old_to_p - rad;
// calc new center of sphere
center->xyz.x = (rad*center->xyz.x + old_to_new*p->xyz.x) / old_to_p;
center->xyz.y = (rad*center->xyz.y + old_to_new*p->xyz.y) / old_to_p;
center->xyz.z = (rad*center->xyz.z + old_to_new*p->xyz.z) / old_to_p;
nprintf(("Alan", "New sphere: cen,rad = %f %f %f %f\n", center->xyz.x, center->xyz.y, center->xyz.z, rad));
}
}
*radius = rad;
}
// ----------------------------------------------------------------------------
// vm_rotate_vec_to_body()
//
// rotates a vector from world coordinates to body coordinates
//
// inputs: body_vec => vector in body coordinates
// world_vec => vector in world coordinates
// orient => orientation matrix
//
vec3d* vm_rotate_vec_to_body(vec3d *body_vec, const vec3d *world_vec, const matrix *orient)
{
return vm_vec_unrotate(body_vec, world_vec, orient);
}
// ----------------------------------------------------------------------------
// vm_rotate_vec_to_world()
//
// rotates a vector from body coordinates to world coordinates
//
// inputs world_vec => vector in world coordinates
// body_vec => vector in body coordinates
// orient => orientation matrix
//
vec3d* vm_rotate_vec_to_world(vec3d *world_vec, const vec3d *body_vec, const matrix *orient)
{
return vm_vec_rotate(world_vec, body_vec, orient);
}
// ----------------------------------------------------------------------------
// vm_estimate_next_orientation()
//
// given a last orientation and current orientation, estimate the next orientation
//
// inputs: last_orient => last orientation matrix
// current_orient => current orientation matrix
// next_orient => next orientation matrix [the result]
//
void vm_estimate_next_orientation(const matrix *last_orient, const matrix *current_orient, matrix *next_orient)
{
// R L = C => R = C (L)^-1
// N = R C => N = C (L)^-1 C
matrix Mtemp;
matrix Rot_matrix;
vm_copy_transpose(&Mtemp, last_orient); // Mtemp = (L)^-1
vm_matrix_x_matrix(&Rot_matrix, &Mtemp, current_orient); // R = C Mtemp1
vm_matrix_x_matrix(next_orient, current_orient, &Rot_matrix);
}
// Return true if all elements of *vec are legal, that is, not NaN or infinity.
bool is_valid_vec(const vec3d *vec)
{
return !std::isnan(vec->xyz.x) && !std::isnan(vec->xyz.y) && !std::isnan(vec->xyz.z)
&& !std::isinf(vec->xyz.x) && !std::isinf(vec->xyz.y) && !std::isinf(vec->xyz.z);
}
// Return true if all elements of *m are legal, that is, not a NAN.
bool is_valid_matrix(const matrix *m)
{
return is_valid_vec(&m->vec.fvec) && is_valid_vec(&m->vec.uvec) && is_valid_vec(&m->vec.rvec);
}
// interpolate between 2 vectors. t goes from 0.0 to 1.0. at
void vm_vec_interp_constant(vec3d *out, const vec3d *v0, const vec3d *v1, float t)
{
vec3d cross;
float total_ang;
// get the cross-product of the 2 vectors
vm_vec_cross(&cross, v0, v1);
vm_vec_normalize(&cross);
// get the total angle between the 2 vectors
total_ang = -(acosf(vm_vec_dot(v0, v1)));
// rotate around the cross product vector by the appropriate angle
vm_rot_point_around_line(out, v0, t * total_ang, &vmd_zero_vector, &cross);
}
// 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)
{
vec3d temp;
const matrix *rot;
matrix m;
// get an orientation matrix
if(orient != NULL){
rot = orient;
} else {
vm_vector_2_matrix(&m, in, NULL, NULL);
rot = &m;
}
// Get properly distributed spherical coordinates (DahBlount)
float z = util::UniformFloatRange(cosf(fl_radians(max_angle)), 1.0f).next(); // Take a 2-sphere slice
float phi = util::UniformFloatRange(0.0f, PI2).next();
vm_vec_make( &temp, sqrtf(1.0f - z*z)*cosf(phi), sqrtf(1.0f - z*z)*sinf(phi), z ); // Using the z-vec as the starting point
vm_vec_unrotate(out, &temp, rot); // We find the final vector by rotating temp to the correct orientation
}
void vm_vec_random_cone(vec3d *out, const vec3d *in, float min_angle, float max_angle, const matrix *orient){
vec3d temp;
const matrix *rot;
matrix m;
if (max_angle < min_angle) {
auto tmp = min_angle;
min_angle = max_angle;
max_angle = tmp;
}
// get an orientation matrix
if(orient != NULL){
rot = orient;
} else {
vm_vector_2_matrix(&m, in, NULL, NULL);
rot = &m;
}
// Get properly distributed spherical coordinates (DahBlount)
// This might not seem intuitive, but the min_angle is the angle that will have a larger z coordinate
float z = util::UniformFloatRange(cosf(fl_radians(max_angle)), cosf(fl_radians(min_angle))).next(); // Take a 2-sphere slice
float phi = util::UniformFloatRange(0.0f, PI2).next();
vm_vec_make( &temp, sqrtf(1.0f - z*z)*cosf(phi), sqrtf(1.0f - z*z)*sinf(phi), z ); // Using the z-vec as the starting point
vm_vec_unrotate(out, &temp, rot); // We find the final vector by rotating temp to the correct orientation
}
// 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)
{
vec3d temp;
// point somewhere in the plane
vm_vec_scale_add(&temp, in, &orient->vec.rvec, on_edge ? radius : frand_range(0.0f, radius));
// rotate to a random point on the circle
vm_rot_point_around_line(out, &temp, fl_radians(frand_range(0.0f, 359.0f)), in, &orient->vec.fvec);
}
// 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)
{
vec3d temp;
// Uniformly distributing each coordinate of a vector then normalizing results in a uniform sphere distribution
util::UniformFloatRange coords(-1.0f,1.0f);
vm_vec_make( &temp, coords.next(), coords.next(), coords.next() );
vm_vec_normalize(&temp);
// We then add the scaled result to the initial position to get the final position
vm_vec_scale_add(out, in, &temp, on_surface ? radius : util::UniformFloatRange(0.0f, radius).next());
}
// 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)
{
vec3d a, b, c;
float b_mag, comp;
#ifndef NDEBUG
if(vm_vec_same(l0, l1)){
*nearest = vmd_zero_vector;
return -1;
}
#endif
// compb_a == a dot b / len(b)
vm_vec_sub(&a, p, l0);
vm_vec_sub(&b, l1, l0);
b_mag = vm_vec_copy_normalize(&c, &b);
// calculate component
comp = vm_vec_dot(&a, &b) / b_mag;
// stuff nearest
vm_vec_scale_add(nearest, l0, &c, comp);
// maybe get the distance
if(dist != NULL){
*dist = vm_vec_dist(nearest, p);
}
// return the proper value
if(comp < 0.0f){
return -1; // before the line
} else if(comp > b_mag){
return 1; // after the line
}
return 0; // on the line
}
// 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)
{
vec3d a, b, c;
float b_mag, comp;
#ifndef NDEBUG
if(vm_vec_same(l0, l1)){
*nearest = vmd_zero_vector;
return;
}
#endif
// compb_a == a dot b / len(b)
vm_vec_sub(&a, p, l0);
vm_vec_sub(&b, l1, l0);
b_mag = vm_vec_copy_normalize(&c, &b);
// calculate component
comp = vm_vec_dot(&a, &b) / b_mag;
// stuff nearest
vm_vec_scale_add(nearest, l0, &c, comp);
// get the distance
*dist_squared = vm_vec_dist_squared(nearest, p);
}
//SUSHI: 2D vector "box" scaling
//Scales the vector in-place so that the longest dimension = scale
void vm_vec_boxscale(vec2d *vec, float /*scale*/)
{
float ratio = 1.0f / MAX(fl_abs(vec->x), fl_abs(vec->y));
vec->x *= ratio;
vec->y *= ratio;
}
// adds two matrices, fills in dest, returns ptr to dest
// ok for dest to equal either source, but should use vm_matrix_add2() if so
// dest = src0 + src1
void vm_matrix_add(matrix* dest, const matrix* src0, const matrix* src1)
{
dest->vec.fvec = src0->vec.fvec + src1->vec.fvec;
dest->vec.rvec = src0->vec.rvec + src1->vec.rvec;
dest->vec.uvec = src0->vec.uvec + src1->vec.uvec;
}
// subs two matrices, fills in dest, returns ptr to dest
// ok for dest to equal either source, but should use vm_matrix_sub2() if so
// dest = src0 - src1
void vm_matrix_sub(matrix* dest, const matrix* src0, const matrix* src1)
{
dest->vec.fvec = src0->vec.fvec - src1->vec.fvec;
dest->vec.rvec = src0->vec.rvec - src1->vec.rvec;
dest->vec.uvec = src0->vec.uvec - src1->vec.uvec;
}
// adds one matrix to another.
// dest can equal source
// dest += src
void vm_matrix_add2(matrix* dest, const matrix* src)
{
dest->vec.fvec += src->vec.fvec;
dest->vec.rvec += src->vec.rvec;
dest->vec.uvec += src->vec.uvec;
}
// subs one matrix from another, returns ptr to dest
// dest can equal source
// dest -= src
void vm_matrix_sub2(matrix* dest, const matrix* src)
{
dest->vec.fvec -= src->vec.fvec;
dest->vec.rvec -= src->vec.rvec;
dest->vec.uvec -= src->vec.uvec;
}
// TODO Remove this function if we ever move to a math library like glm
/**
* @brief Attempts to invert a 3x3 matrix
* @param[inout] dest The inverted matrix, or 0 if inversion is impossible
* @param[in] m Pointer to the matrix we want to invert
*
* @returns Whether or not the matrix is invertible
*/
bool vm_inverse_matrix(matrix* dest, const matrix* m)
{
// Use doubles here because this is used for ship inv_mois and we could be dealing with extremely small numbers
double inv[3][3]; // create a temp matrix so we can avoid getting a determinant that is 0
// Use a2d so it's easier for people to read
inv[0][0] = -(double)m->a2d[1][2] * (double)m->a2d[2][1] + (double)m->a2d[1][1] * (double)m->a2d[2][2];
inv[0][1] = (double)m->a2d[0][2] * (double)m->a2d[2][1] - (double)m->a2d[0][1] * (double)m->a2d[2][2];
inv[0][2] = -(double)m->a2d[0][2] * (double)m->a2d[1][1] + (double)m->a2d[0][1] * (double)m->a2d[1][2];
inv[1][0] = (double)m->a2d[1][2] * (double)m->a2d[2][0] - (double)m->a2d[1][0] * (double)m->a2d[2][2];
inv[1][1] = -(double)m->a2d[0][2] * (double)m->a2d[2][0] + (double)m->a2d[0][0] * (double)m->a2d[2][2];
inv[1][2] = (double)m->a2d[0][2] * (double)m->a2d[1][0] - (double)m->a2d[0][0] * (double)m->a2d[1][2];
inv[2][0] = -(double)m->a2d[1][1] * (double)m->a2d[2][0] + (double)m->a2d[1][0] * (double)m->a2d[2][1];
inv[2][1] = (double)m->a2d[0][1] * (double)m->a2d[2][0] - (double)m->a2d[0][0] * (double)m->a2d[2][1];
inv[2][2] = -(double)m->a2d[0][1] * (double)m->a2d[1][0] + (double)m->a2d[0][0] * (double)m->a2d[1][1];
double det = (double)m->a2d[0][0] * inv[0][0] + (double)m->a2d[0][1] * inv[1][0] + (double)m->a2d[0][2] * inv[2][0];
if (det == 0) {
*dest = vmd_zero_matrix;
return false;
}
det = 1.0f / det;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
dest->a2d[i][j] = (float)(inv[i][j] * det);
}
}
return true;
}
// TODO Remove this function if we ever move to a math library like glm
/**
* @brief Attempts to invert a 4x4 matrix
* @param[inout] dest The inverted matrix, or 0 if inversion is impossible
* @param[in] m Pointer to the matrix we want to invert
*
* @returns Whether or not the matrix is invertible
*/
bool vm_inverse_matrix4(matrix4* dest, const matrix4* m)
{
matrix4 inv; // create a temp matrix so we can avoid getting a determinant that is 0
// Use a2d so it's easier for people to read
inv.a2d[0][0] = m->a2d[1][1] * m->a2d[2][2] * m->a2d[3][3] -
m->a2d[1][1] * m->a2d[2][3] * m->a2d[3][2] -
m->a2d[2][1] * m->a2d[1][2] * m->a2d[3][3] +
m->a2d[2][1] * m->a2d[1][3] * m->a2d[3][2] +
m->a2d[3][1] * m->a2d[1][2] * m->a2d[2][3] -
m->a2d[3][1] * m->a2d[1][3] * m->a2d[2][2];
inv.a2d[1][0] = -m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][3] +
m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][2] +
m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][3] -
m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][2] -
m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][3] +
m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][2];
inv.a2d[2][0] = m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][3] -
m->a2d[1][0] * m->a2d[2][3] * m->a2d[3][1] -
m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][3] +
m->a2d[2][0] * m->a2d[1][3] * m->a2d[3][1] +
m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][3] -
m->a2d[3][0] * m->a2d[1][3] * m->a2d[2][1];
inv.a2d[3][0] = -m->a2d[1][0] * m->a2d[2][1] * m->a2d[3][2] +
m->a2d[1][0] * m->a2d[2][2] * m->a2d[3][1] +
m->a2d[2][0] * m->a2d[1][1] * m->a2d[3][2] -
m->a2d[2][0] * m->a2d[1][2] * m->a2d[3][1] -
m->a2d[3][0] * m->a2d[1][1] * m->a2d[2][2] +
m->a2d[3][0] * m->a2d[1][2] * m->a2d[2][1];
inv.a2d[0][1] = -m->a2d[0][1] * m->a2d[2][2] * m->a2d[3][3] +
m->a2d[0][1] * m->a2d[2][3] * m->a2d[3][2] +
m->a2d[2][1] * m->a2d[0][2] * m->a2d[3][3] -
m->a2d[2][1] * m->a2d[0][3] * m->a2d[3][2] -
m->a2d[3][1] * m->a2d[0][2] * m->a2d[2][3] +
m->a2d[3][1] * m->a2d[0][3] * m->a2d[2][2];
inv.a2d[1][1] = m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][3] -
m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][2] -
m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][3] +
m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][2] +
m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][3] -
m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][2];
inv.a2d[2][1] = -m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][3] +
m->a2d[0][0] * m->a2d[2][3] * m->a2d[3][1] +
m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][3] -
m->a2d[2][0] * m->a2d[0][3] * m->a2d[3][1] -
m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][3] +
m->a2d[3][0] * m->a2d[0][3] * m->a2d[2][1];
inv.a2d[3][1] = m->a2d[0][0] * m->a2d[2][1] * m->a2d[3][2] -
m->a2d[0][0] * m->a2d[2][2] * m->a2d[3][1] -
m->a2d[2][0] * m->a2d[0][1] * m->a2d[3][2] +
m->a2d[2][0] * m->a2d[0][2] * m->a2d[3][1] +
m->a2d[3][0] * m->a2d[0][1] * m->a2d[2][2] -
m->a2d[3][0] * m->a2d[0][2] * m->a2d[2][1];
inv.a2d[0][2] = m->a2d[0][1] * m->a2d[1][2] * m->a2d[3][3] -
m->a2d[0][1] * m->a2d[1][3] * m->a2d[3][2] -
m->a2d[1][1] * m->a2d[0][2] * m->a2d[3][3] +
m->a2d[1][1] * m->a2d[0][3] * m->a2d[3][2] +
m->a2d[3][1] * m->a2d[0][2] * m->a2d[1][3] -
m->a2d[3][1] * m->a2d[0][3] * m->a2d[1][2];
inv.a2d[1][2] = -m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][3] +
m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][2] +
m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][3] -
m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][2] -
m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][3] +
m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][2];
inv.a2d[2][2] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][3] -
m->a2d[0][0] * m->a2d[1][3] * m->a2d[3][1] -
m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][3] +
m->a2d[1][0] * m->a2d[0][3] * m->a2d[3][1] +
m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][3] -
m->a2d[3][0] * m->a2d[0][3] * m->a2d[1][1];
inv.a2d[3][2] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[3][2] +
m->a2d[0][0] * m->a2d[1][2] * m->a2d[3][1] +
m->a2d[1][0] * m->a2d[0][1] * m->a2d[3][2] -
m->a2d[1][0] * m->a2d[0][2] * m->a2d[3][1] -
m->a2d[3][0] * m->a2d[0][1] * m->a2d[1][2] +
m->a2d[3][0] * m->a2d[0][2] * m->a2d[1][1];
inv.a2d[0][3] = -m->a2d[0][1] * m->a2d[1][2] * m->a2d[2][3] +
m->a2d[0][1] * m->a2d[1][3] * m->a2d[2][2] +
m->a2d[1][1] * m->a2d[0][2] * m->a2d[2][3] -
m->a2d[1][1] * m->a2d[0][3] * m->a2d[2][2] -
m->a2d[2][1] * m->a2d[0][2] * m->a2d[1][3] +
m->a2d[2][1] * m->a2d[0][3] * m->a2d[1][2];
inv.a2d[1][3] = m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][3] -
m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][2] -
m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][3] +
m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][2] +
m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][3] -
m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][2];
inv.a2d[2][3] = -m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][3] +
m->a2d[0][0] * m->a2d[1][3] * m->a2d[2][1] +
m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][3] -
m->a2d[1][0] * m->a2d[0][3] * m->a2d[2][1] -
m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][3] +
m->a2d[2][0] * m->a2d[0][3] * m->a2d[1][1];
inv.a2d[3][3] = m->a2d[0][0] * m->a2d[1][1] * m->a2d[2][2] -
m->a2d[0][0] * m->a2d[1][2] * m->a2d[2][1] -
m->a2d[1][0] * m->a2d[0][1] * m->a2d[2][2] +
m->a2d[1][0] * m->a2d[0][2] * m->a2d[2][1] +
m->a2d[2][0] * m->a2d[0][1] * m->a2d[1][2] -
m->a2d[2][0] * m->a2d[0][2] * m->a2d[1][1];
float det = m->a2d[0][0] * inv.a2d[0][0] + m->a2d[0][1] * inv.a2d[1][0] + m->a2d[0][2] * inv.a2d[2][0] + m->a2d[0][3] * inv.a2d[3][0];
if (det == 0) {
*dest = vmd_zero_matrix4;
return false;
}
det = 1.0f / det;
for (int i = 0; i < 16; i++) {
dest->a1d[i] = inv.a1d[i] * det;
}
return true;
}
void vm_matrix4_set_orthographic(matrix4* out, vec3d *max, vec3d *min)
{
memset(out, 0, sizeof(matrix4));
out->a1d[0] = 2.0f / (max->xyz.x - min->xyz.x);
out->a1d[5] = 2.0f / (max->xyz.y - min->xyz.y);
out->a1d[10] = -2.0f / (max->xyz.z - min->xyz.z);
out->a1d[12] = -(max->xyz.x + min->xyz.x) / (max->xyz.x - min->xyz.x);
out->a1d[13] = -(max->xyz.y + min->xyz.y) / (max->xyz.y - min->xyz.y);
out->a1d[14] = -(max->xyz.z + min->xyz.z) / (max->xyz.z - min->xyz.z);
out->a1d[15] = 1.0f;
}
void vm_matrix4_set_inverse_transform(matrix4 *out, matrix *m, vec3d *v)
{
// this is basically the same function as the opengl view matrix construction
// except we don't invert the Z-axis
vec3d scaled_pos;
vec3d inv_pos;
matrix inv_orient;
vm_vec_copy_scale(&scaled_pos, v, -1.0f);
vm_copy_transpose(&inv_orient, m);
vm_vec_rotate(&inv_pos, &scaled_pos, m);
vm_matrix4_set_transform(out, &inv_orient, &inv_pos);
}
void vm_matrix4_set_identity(matrix4 *out)
{
out->a2d[0][0] = 1.0f;
out->a2d[0][1] = 0.0f;
out->a2d[0][2] = 0.0f;
out->a2d[0][3] = 0.0f;
out->a2d[1][0] = 0.0f;
out->a2d[1][1] = 1.0f;
out->a2d[1][2] = 0.0f;
out->a2d[1][3] = 0.0f;
out->a2d[2][0] = 0.0f;
out->a2d[2][1] = 0.0f;
out->a2d[2][2] = 1.0f;
out->a2d[2][3] = 0.0f;
out->a2d[3][0] = 0.0f;
out->a2d[3][1] = 0.0f;
out->a2d[3][2] = 0.0f;
out->a2d[3][3] = 1.0f;
}
void vm_matrix4_set_transform(matrix4 *out, matrix *m, vec3d *v)
{
vm_matrix4_set_identity(out);
out->a2d[0][0] = m->a2d[0][0];
out->a2d[0][1] = m->a2d[0][1];
out->a2d[0][2] = m->a2d[0][2];
out->a2d[1][0] = m->a2d[1][0];
out->a2d[1][1] = m->a2d[1][1];
out->a2d[1][2] = m->a2d[1][2];
out->a2d[2][0] = m->a2d[2][0];
out->a2d[2][1] = m->a2d[2][1];
out->a2d[2][2] = m->a2d[2][2];
out->a2d[3][0] = v->a1d[0];
out->a2d[3][1] = v->a1d[1];
out->a2d[3][2] = v->a1d[2];
}
void vm_matrix4_get_orientation(matrix *out, const matrix4 *m)
{
out->a2d[0][0] = m->a2d[0][0];
out->a2d[0][1] = m->a2d[0][1];
out->a2d[0][2] = m->a2d[0][2];
out->a2d[1][0] = m->a2d[1][0];
out->a2d[1][1] = m->a2d[1][1];
out->a2d[1][2] = m->a2d[1][2];
out->a2d[2][0] = m->a2d[2][0];
out->a2d[2][1] = m->a2d[2][1];
out->a2d[2][2] = m->a2d[2][2];
}
void vm_matrix4_get_offset(vec3d *out, matrix4 *m)
{
out->xyz.x = m->vec.pos.xyzw.x;
out->xyz.y = m->vec.pos.xyzw.y;
out->xyz.z = m->vec.pos.xyzw.z;
}
void vm_matrix4_x_matrix4(matrix4 *dest, const matrix4 *src0, const matrix4 *src1)
{
dest->vec.rvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.rvec);
dest->vec.uvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.uvec);
dest->vec.fvec.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.fvec);
dest->vec.pos.xyzw.x = vm_vec4_dot4(src0->vec.rvec.xyzw.x, src0->vec.uvec.xyzw.x, src0->vec.fvec.xyzw.x, src0->vec.pos.xyzw.x, &src1->vec.pos);
dest->vec.rvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.rvec);
dest->vec.uvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.uvec);
dest->vec.fvec.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.fvec);
dest->vec.pos.xyzw.y = vm_vec4_dot4(src0->vec.rvec.xyzw.y, src0->vec.uvec.xyzw.y, src0->vec.fvec.xyzw.y, src0->vec.pos.xyzw.y, &src1->vec.pos);
dest->vec.rvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.rvec);
dest->vec.uvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.uvec);
dest->vec.fvec.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.fvec);
dest->vec.pos.xyzw.z = vm_vec4_dot4(src0->vec.rvec.xyzw.z, src0->vec.uvec.xyzw.z, src0->vec.fvec.xyzw.z, src0->vec.pos.xyzw.z, &src1->vec.pos);
dest->vec.rvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.rvec);
dest->vec.uvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.uvec);
dest->vec.fvec.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.fvec);
dest->vec.pos.xyzw.w = vm_vec4_dot4(src0->vec.rvec.xyzw.w, src0->vec.uvec.xyzw.w, src0->vec.fvec.xyzw.w, src0->vec.pos.xyzw.w, &src1->vec.pos);
}
float vm_vec4_dot4(float x, float y, float z, float w, const vec4 *v)
{
return (x * v->xyzw.x) + (y * v->xyzw.y) + (z * v->xyzw.z) + (w * v->xyzw.w);
}
void vm_vec_transform(vec4 *dest, const vec4 *src, const matrix4 *m)
{
dest->xyzw.x = (m->vec.rvec.xyzw.x * src->xyzw.x) + (m->vec.uvec.xyzw.x * src->xyzw.y) + (m->vec.fvec.xyzw.x * src->xyzw.z) + (m->vec.pos.xyzw.x * src->xyzw.w);
dest->xyzw.y = (m->vec.rvec.xyzw.y * src->xyzw.x) + (m->vec.uvec.xyzw.y * src->xyzw.y) + (m->vec.fvec.xyzw.y * src->xyzw.z) + (m->vec.pos.xyzw.y * src->xyzw.w);
dest->xyzw.z = (m->vec.rvec.xyzw.z * src->xyzw.x) + (m->vec.uvec.xyzw.z * src->xyzw.y) + (m->vec.fvec.xyzw.z * src->xyzw.z) + (m->vec.pos.xyzw.z * src->xyzw.w);
dest->xyzw.w = (m->vec.rvec.xyzw.w * src->xyzw.x) + (m->vec.uvec.xyzw.w * src->xyzw.y) + (m->vec.fvec.xyzw.w * src->xyzw.z) + (m->vec.pos.xyzw.w * src->xyzw.w);
}
void vm_vec_transform(vec3d *dest, const vec3d *src, const matrix4 *m, bool pos)
{
vec4 temp_src, temp_dest;
temp_src.xyzw.x = src->xyz.x;
temp_src.xyzw.y = src->xyz.y;
temp_src.xyzw.z = src->xyz.z;
// whether to treat vec3d src as a position or a vector.
// 0.0f will prevent matrix4 m's offset from being added. 1.0f will add the offset.
temp_src.xyzw.w = pos ? 1.0f : 0.0f;
vm_vec_transform(&temp_dest, &temp_src, m);
dest->xyz.x = temp_dest.xyzw.x;
dest->xyz.y = temp_dest.xyzw.y;
dest->xyz.z = temp_dest.xyzw.z;
}
vec3d vm_vec4_to_vec3(const vec4& vec) {
vec3d out;
out.xyz.x = vec.xyzw.x;
out.xyz.y = vec.xyzw.y;
out.xyz.z = vec.xyzw.z;
return out;
}
vec4 vm_vec3_to_ve4(const vec3d& vec, float w) {
vec4 out;
out.xyzw.x = vec.xyz.x;
out.xyzw.y = vec.xyz.y;
out.xyzw.z = vec.xyz.z;
out.xyzw.w = w;
return out;
}
// This function is used when we want to "match orientation" to a target, here match_orient,
// while still pointing our forward vector in a certain direction, here goal_fvec.
// out_rvec is the best matching right vector to match_orient.rvec
void vm_match_bank(vec3d* out_rvec, const vec3d* goal_fvec, const matrix* match_orient) {
// We want to calculate out_rvec as a frame transformation, translating match_orient.rvec
// from source_frame to dest_frame.
//
// We set up the frames such that:
// * source fvec = match_orient.fvec
// * dest fvec = goal_fvec
// * source uvec = dest uvec
// This uniquely determines both frames, and the rvecs go along for the ride.
// Once we have these frames, we just rotate match_orient.rvec from one frame to the other.
// Calculate the source frame. The common uvec has to be perpendicular to match_orient.fvec
// and goal_fvec so we cross to get it. The rvec is left as 0 to be set by vm_orthogonalize_matrix
matrix source_frame = vmd_zero_matrix;
source_frame.vec.fvec = match_orient->vec.fvec;
vm_vec_cross(&source_frame.vec.uvec, &source_frame.vec.fvec, goal_fvec);
vm_orthogonalize_matrix(&source_frame);
// Calculate the destination frame, using goal_fvec and the common uvec.
// These are already orthogonal and normalized so we can just cross to get the rvec rather than
// calling vm_orthogonalize_matrix
matrix dest_frame;
dest_frame.vec.fvec = *goal_fvec;
dest_frame.vec.uvec = source_frame.vec.uvec;
vm_vec_cross(&dest_frame.vec.rvec, &dest_frame.vec.uvec, &dest_frame.vec.fvec);
// Apply the transformation to match_orient.rvec, returning the result in out_rvec
vec3d temp;
vm_vec_rotate(&temp, &match_orient->vec.rvec, &source_frame);
vm_vec_unrotate(out_rvec, &temp, &dest_frame);
}
// Cyborg17 - Rotational interpolation between two angle structs in radians. Assumes that the rotation direction is the smaller arc difference.
// src0 is the starting angle struct, src1 is the ending angle struct, interp_perc must be a float between 0.0f and 1.0f inclusive.
// rot_vel is only used to determine the rotation direction. This functions assumes a <= 2PI rotation in any axis.
// You will get inaccurate results otherwise.
void vm_interpolate_angles_quick(angles *dest0, angles *src0, angles *src1, float interp_perc) {
Assertion((interp_perc >= 0.0f) && (interp_perc <= 1.0f), "Interpolation percentage, %f, sent to vm_interpolate_angles is invalid. The valid range is [0,1], go find a coder!", interp_perc);
angles arc_measures;
arc_measures.p = src1->p - src0->p;
arc_measures.h = src1->h - src0->h;
arc_measures.b = src1->b - src0->b;
// pitch
// if start and end are basically the same, assume we can basically jump to the end.
if ( (fabs(arc_measures.p) < 0.00001f) ) {
arc_measures.p = 0.0f;
} // Test if we actually need to go in the other direction
else if (arc_measures.p > (PI*1.5f)) {
arc_measures.p = PI2 - arc_measures.p;
} // Test if we actually need to go in the other direction for negative values
else if (arc_measures.p < -PI_2) {
arc_measures.p = -PI2 - arc_measures.p;
}
// heading
// if start and end are basically the same, assume we can basically jump to the end.
if ( (fabs(arc_measures.h) < 0.00001f) ) {
arc_measures.h = 0.0f;
} // Test if we actually need to go in the other direction
else if (arc_measures.h > (PI*1.5f)) {
arc_measures.h = PI2 - arc_measures.h;
} // Test if we actually need to go in the other direction for negative values
else if (arc_measures.h < -PI_2) {
arc_measures.h = -PI2 - arc_measures.h;
}
// bank
// if start and end are basically the same, assume we can basically jump to the end.
if ( (fabs(arc_measures.b) < 0.00001f) ) {
arc_measures.b = 0.0f;
} // Test if we actually need to go in the other direction
else if (arc_measures.b > (PI*1.5f)) {
arc_measures.b = PI2 - arc_measures.b;
} // Test if we actually need to go in the other direction for negative values
else if (arc_measures.b < -PI_2) {
arc_measures.b = -PI2 - arc_measures.b;
}
// Now just multiply the difference in angles by the given percentage, and then subtract it from the destination angles.
// If arc_measures is 0.0f, then we are basically bashing to the ending orientation without worrying about the inbetween.
dest0->p = src0->p + (arc_measures.p * interp_perc);
dest0->h = src0->h + (arc_measures.h * interp_perc);
dest0->b = src0->b + (arc_measures.b * interp_perc);
}