mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
576 lines
11 KiB
C++
576 lines
11 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_FUNCTIONS_H
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#define SE_INCL_FUNCTIONS_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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// asm shortcuts
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#define O offset
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#define Q qword ptr
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#define D dword ptr
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#define W word ptr
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#define B byte ptr
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/*
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* template implementations
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*/
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template<class Type>
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inline Type Abs( const Type x)
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{
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return ( x>=Type(0) ? x : -x );
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}
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template<class Type>
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inline Type Max( const Type a, const Type b)
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{
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return ( a<b ? b : a );
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}
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template<class Type>
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inline Type Min( const Type a, const Type b)
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{
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return ( a>b ? b : a );
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}
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// linear interpolation
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template<class Type>
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inline Type Lerp( const Type x0, const Type x1, const FLOAT fRatio)
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{
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if( fRatio==0) return x0;
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else if( fRatio==1) return x1;
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else return ((Type) (x0+(x1-x0)*fRatio));
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}
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template<class Type>
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inline Type Sgn( const Type x)
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{
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return (x)>Type(0) ? Type(1):( x<0 ? Type(-1):Type(0) );
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}
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template<class Type>
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inline Type SgnNZ( const Type x)
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{
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return (x)>=Type(0) ? Type(1):Type(-1);
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}
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template<class Type>
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inline void Swap( Type &a, Type &b)
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{
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Type t=a; a=b; b=t;
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}
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template<class Type>
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inline Type ClampUp( const Type x, const Type uplimit)
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{
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return ( x<=uplimit ? x : uplimit );
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}
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template<class Type>
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inline Type ClampDn( const Type x, const Type dnlimit)
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{
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return ( x>=dnlimit ? x : dnlimit );
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}
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template<class Type>
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inline Type Clamp( const Type x, const Type dnlimit, const Type uplimit)
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{
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return ( x>=dnlimit ? (x<=uplimit ? x : uplimit): dnlimit );
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}
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/*
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* fast implementations
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*/
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inline DOUBLE Abs( const DOUBLE f) { return fabs(f); }
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inline FLOAT Abs( const FLOAT f) { return (FLOAT)fabs(f); }
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inline SLONG Abs( const SLONG sl) { return labs(sl); }
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/*
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inline FLOAT Min( const FLOAT fA, const FLOAT fB)
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{
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FLOAT fRet;
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__asm {
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fld D [fA]
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fld D [fB]
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fucomi st(0),st(1)
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fcmovnb st(0),st(1)
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ffree st(1)
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fstp D [fRet]
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}
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return fRet;
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}
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inline FLOAT Max( const FLOAT fA, const FLOAT fB)
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{
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FLOAT fRet;
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__asm {
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fld D [fA]
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fld D [fB]
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fucomi st(0),st(1)
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fcmovb st(0),st(1)
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ffree st(1)
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fstp D [fRet]
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}
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return fRet;
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}
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inline SLONG Min( const SLONG slA, const SLONG slB)
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{
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SLONG slRet;
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__asm {
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mov eax,D [slA]
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cmp eax,D [slB]
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cmovg eax,D [slB]
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mov D [slRet],eax
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}
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return slRet;
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}
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inline ULONG Min( const ULONG slA, const ULONG slB)
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{
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ULONG ulRet;
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__asm {
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mov eax,D [slA]
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cmp eax,D [slB]
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cmova eax,D [slB]
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mov D [ulRet],eax
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}
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return ulRet;
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}
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inline SLONG Max( const SLONG slA, const SLONG slB)
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{
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SLONG slRet;
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__asm {
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mov eax,D [slA]
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cmp eax,D [slB]
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cmovl eax,D [slB]
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mov D [slRet],eax
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}
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return slRet;
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}
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inline ULONG Max( const ULONG slA, const ULONG slB)
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{
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ULONG ulRet;
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__asm {
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mov eax,D [slA]
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cmp eax,D [slB]
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cmovb eax,D [slB]
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mov D [ulRet],eax
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}
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return ulRet;
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}
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inline FLOAT ClampUp( const FLOAT f, const FLOAT fuplimit)
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{
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FLOAT fRet;
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__asm {
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fld D [fuplimit]
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fld D [f]
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fucomi st(0),st(1)
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fcmovnb st(0),st(1)
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fstp D [fRet]
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fstp st(0)
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}
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return fRet;
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}
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inline FLOAT ClampDn( const FLOAT f, const FLOAT fdnlimit)
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{
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FLOAT fRet;
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__asm {
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fld D [fdnlimit]
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fld D [f]
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fucomi st(0),st(1)
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fcmovb st(0),st(1)
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fstp D [fRet]
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fstp st(0)
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}
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return fRet;
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}
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inline FLOAT Clamp( const FLOAT f, const FLOAT fdnlimit, const FLOAT fuplimit)
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{
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FLOAT fRet;
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__asm {
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fld D [fdnlimit]
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fld D [fuplimit]
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fld D [f]
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fucomi st(0),st(2)
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fcmovb st(0),st(2)
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fucomi st(0),st(1)
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fcmovnb st(0),st(1)
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fstp D [fRet]
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fcompp
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}
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return fRet;
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}
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inline SLONG ClampDn( const SLONG sl, const SLONG sldnlimit)
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{
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SLONG slRet;
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__asm {
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mov eax,D [sl]
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cmp eax,D [sldnlimit]
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cmovl eax,D [sldnlimit]
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mov D [slRet],eax
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}
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return slRet;
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}
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inline SLONG ClampUp( const SLONG sl, const SLONG sluplimit)
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{
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SLONG slRet;
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__asm {
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mov eax,D [sl]
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cmp eax,D [sluplimit]
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cmovg eax,D [sluplimit]
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mov D [slRet],eax
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}
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return slRet;
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}
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inline SLONG Clamp( const SLONG sl, const SLONG sldnlimit, const SLONG sluplimit)
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{
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SLONG slRet;
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__asm {
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mov eax,D [sl]
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cmp eax,D [sldnlimit]
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cmovl eax,D [sldnlimit]
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cmp eax,D [sluplimit]
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cmovg eax,D [sluplimit]
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mov D [slRet],eax
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}
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return slRet;
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}
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*/
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/*
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* fast functions
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*/
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#define FP_ONE_BITS 0x3F800000
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// fast reciprocal value
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inline FLOAT FastRcp( const FLOAT f)
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{
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INDEX i = 2*FP_ONE_BITS - *(INDEX*)&(f);
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FLOAT r = *(FLOAT*)&i;
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return( r * (2.0f - f*r));
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}
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// convert float from 0.0f to 1.0f -> ulong form 0 to 255
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inline ULONG NormFloatToByte( const FLOAT f)
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{
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/* rcg10042001 !!! FIXME: Move this elsewhere. */
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#ifdef __MSVC_INLINE__
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const FLOAT f255 = 255.0f;
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ULONG ulRet;
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__asm {
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fld D [f]
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fmul D [f255]
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fistp D [ulRet]
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}
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return ulRet;
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#else
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assert((f >= 0.0f) && (f <= 1.0f));
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return( (ULONG) (f * 255.0f) );
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#endif
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}
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// convert ulong from 0 to 255 -> float form 0.0f to 255.0f
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inline FLOAT NormByteToFloat( const ULONG ul)
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{
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return (FLOAT)ul * (1.0f/255.0f);
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}
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// fast float to int conversion
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inline SLONG FloatToInt( FLOAT f)
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{
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#if (defined USE_PORTABLE_C)
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return((SLONG) (f + 0.5f)); /* best of luck to you. */
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#elif (defined __MSVC_INLINE__)
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SLONG slRet;
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__asm {
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fld D [f]
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fistp D [slRet]
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}
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return slRet;
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#elif (defined __GNU_INLINE__)
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SLONG slRet;
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__asm__ __volatile__ (
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"flds (%%eax) \n\t"
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"fistpl (%%esi) \n\t"
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:
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: "a" (&f), "S" (&slRet)
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: "memory"
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);
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return(slRet);
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#else
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#error Fill this in for your platform.
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#endif
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}
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// log base 2 of any float numero
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inline FLOAT Log2( FLOAT f) {
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#if (defined USE_PORTABLE_C)
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// !!! FIXME: What's wrong with log2()?
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return (FLOAT)(log10(f)*3.321928094887); // log10(x)/log10(2)
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#elif (defined __MSVC_INLINE__)
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FLOAT fRet;
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_asm {
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fld1
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fld D [f]
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fyl2x
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fstp D [fRet]
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}
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return fRet;
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#elif (defined __GNU_INLINE__)
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FLOAT fRet;
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__asm__ __volatile__ (
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"fld1 \n\t"
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"flds (%%eax) \n\t"
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"fyl2x \n\t"
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"fstps (%%esi) \n\t"
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:
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: "a" (&f), "S" (&fRet)
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: "memory"
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);
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return(fRet);
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#else
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#error Fill this in for your platform.
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#endif
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}
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// returns accurate values only for integers that are power of 2
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inline SLONG FastLog2( SLONG x)
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{
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#if (defined USE_PORTABLE_C)
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register SLONG val = x;
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register SLONG retval = 0;
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while (retval < 32)
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{
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if (val & (1 << retval))
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return retval;
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retval++;
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}
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return 0;
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#elif (defined __MSVC_INLINE__)
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SLONG slRet;
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__asm {
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bsr eax,D [x]
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mov D [slRet],eax
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}
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return slRet;
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#elif (defined __GNU_INLINE__)
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SLONG slRet;
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__asm__ __volatile__ (
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"bsrl %%ecx, %%eax \n\t"
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: "=a" (slRet)
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: "c" (x)
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: "memory"
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);
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return(slRet);
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#else
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#error Fill this in for your platform.
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#endif
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}
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// returns log2 of first larger value that is a power of 2
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inline SLONG FastMaxLog2( SLONG x)
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{
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#if (defined USE_PORTABLE_C)
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printf("CHECK THIS: %s:%d\n", __FILE__, __LINE__);
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return((SLONG) log2((double) x));
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#elif (defined __MSVC_INLINE__)
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SLONG slRet;
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__asm {
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bsr eax,D [x]
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bsf edx,D [x]
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cmp edx,eax
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adc eax,0
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mov D [slRet],eax
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}
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return slRet;
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#elif (defined __GNU_INLINE__)
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SLONG slRet;
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__asm__ __volatile__ (
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"bsrl %%ecx, %%eax \n\t"
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"bsfl %%ecx, %%edx \n\t"
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"cmpl %%eax, %%edx \n\t"
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"adcl $0, %%eax \n\t"
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: "=a" (slRet)
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: "c" (x)
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: "memory"
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);
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return(slRet);
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#else
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#error Fill this in for your platform.
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#endif
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}
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// square root (works with negative numbers)
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inline FLOAT Sqrt( FLOAT x) { return (FLOAT)sqrt( ClampDn( x, 0.0f)); }
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/*
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* Trigonometrical functions
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*/
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//#define ANGLE_MASK 0x3fff
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#define ANGLE_SNAP (0.25f) //0x0010
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// Wrap angle to be between 0 and 360 degrees
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inline ANGLE WrapAngle(ANGLE a) {
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return (ANGLE) fmod( fmod(a,360.0) + 360.0, 360.0); // 0..360
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}
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// Normalize angle to be between -180 and +180 degrees
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inline ANGLE NormalizeAngle(ANGLE a) {
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return WrapAngle(a+ANGLE_180)-ANGLE_180;
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}
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// math constants
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static const FLOAT PI = FLOAT(3.14159265359);
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// convert degrees into angle
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inline ANGLE AngleDeg(FLOAT fDegrees) {
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//return ANGLE (fDegrees*ANGLE_180/FLOAT(180.0));
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return fDegrees;
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}
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// convert radians into angle
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inline ANGLE AngleRad(FLOAT fRadians) {
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return ANGLE (fRadians*ANGLE_180/PI);
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}
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// convert radians into angle
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inline ANGLE AngleRad(DOUBLE dRadians) {
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return ANGLE (dRadians*ANGLE_180/PI);
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}
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// convert angle into degrees
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inline FLOAT DegAngle(ANGLE aAngle) {
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//return FLOAT (WrapAngle(aAngle)*FLOAT(180.0)/ANGLE_180);
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return WrapAngle(aAngle);
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}
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// convert angle into radians
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inline FLOAT RadAngle(ANGLE aAngle) {
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return FLOAT (WrapAngle(aAngle)*PI/ANGLE_180);
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}
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ENGINE_API FLOAT Sin(ANGLE a);
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ENGINE_API FLOAT Cos(ANGLE a);
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ENGINE_API FLOAT Tan(ANGLE a);
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inline ENGINE_API FLOAT SinFast(ANGLE a) { return (FLOAT)sin(a*(PI/ANGLE_180)); };
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inline ENGINE_API FLOAT CosFast(ANGLE a) { return (FLOAT)cos(a*(PI/ANGLE_180)); };
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inline ENGINE_API FLOAT TanFast(ANGLE a) { return (FLOAT)tan(a*(PI/ANGLE_180)); };
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inline ANGLE ASin(FLOAT y) {
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return AngleRad (asin(Clamp(y, -1.0f, 1.0f)));
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}
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inline ANGLE ASin(DOUBLE y) {
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return AngleRad (asin(Clamp(y, -1.0, 1.0)));
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}
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inline ANGLE ACos(FLOAT x) {
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return AngleRad (acos(Clamp(x, -1.0f, 1.0f)));
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}
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inline ANGLE ACos(DOUBLE x) {
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return AngleRad (acos(Clamp(x, -1.0, 1.0)));
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}
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inline ANGLE ATan(FLOAT z) {
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return AngleRad (atan(z));
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}
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inline ANGLE ATan(DOUBLE z) {
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return AngleRad (atan(z));
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}
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inline ANGLE ATan2(FLOAT y, FLOAT x) {
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return AngleRad (atan2(y, x));
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}
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inline ANGLE ATan2(DOUBLE y, DOUBLE x) {
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return AngleRad (atan2(y, x));
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}
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// does "snap to grid" for given coordinate
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ENGINE_API void Snap( FLOAT &fDest, FLOAT fStep);
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ENGINE_API void Snap( DOUBLE &fDest, DOUBLE fStep);
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// does "snap to grid" for given angle
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//ENGINE_API void Snap( ANGLE &angDest, ANGLE angStep);
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/*
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* linear interpolation, special functions for floats and angles
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*/
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inline FLOAT LerpFLOAT(FLOAT f0, FLOAT f1, FLOAT fFactor)
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{
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return f0+(f1-f0)*fFactor;
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}
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inline ANGLE LerpANGLE(ANGLE a0, ANGLE a1, FLOAT fFactor)
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{
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// calculate delta
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ANGLE aDelta = WrapAngle(a1)-WrapAngle(a0);
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// adjust delta not to wrap around 360
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if (aDelta>ANGLE_180) {
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aDelta-=ANGLE(ANGLE_360);
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} else if (aDelta<-ANGLE_180) {
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aDelta+=ANGLE(ANGLE_360);
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}
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// interpolate the delta
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return a0+ANGLE(fFactor*aDelta);
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}
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// Calculates ratio function /~~\ where 0<x<1, taking in consideration fade in and fade out percentages
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// (ie. 0.2f means 20% fade in, 0.1f stands for 10% fade out)
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inline FLOAT CalculateRatio(FLOAT fCurr, FLOAT fMin, FLOAT fMax, FLOAT fFadeInRatio, FLOAT fFadeOutRatio)
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{
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if(fCurr<=fMin || fCurr>=fMax)
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{
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return 0.0f;
|
|
}
|
|
FLOAT fDelta = fMax-fMin;
|
|
FLOAT fRatio=(fCurr-fMin)/fDelta;
|
|
if(fRatio<fFadeInRatio) {
|
|
fRatio = Clamp( fRatio/fFadeInRatio, 0.0f, 1.0f);
|
|
} else if(fRatio>(1-fFadeOutRatio)) {
|
|
fRatio = Clamp( (1.0f-fRatio)/fFadeOutRatio, 0.0f, 1.0f);
|
|
} else {
|
|
fRatio = 1.0f;
|
|
}
|
|
return fRatio;
|
|
}
|
|
|
|
|
|
#undef O
|
|
#undef Q
|
|
#undef D
|
|
#undef W
|
|
#undef B
|
|
|
|
#endif /* include-once check. */
|
|
|
|
|