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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifdef USE_VALGRIND
#include <valgrind/valgrind.h>
#endif
#include "System/myMath.h"
#include "System/Exceptions.h"
#include "System/Sync/FPUCheck.h"
#include "System/Log/ILog.h"
#include "Sim/Units/Scripts/CobInstance.h" // for TAANG2RAD (ugh)
#undef far
#undef near
float2 CMyMath::headingToVectorTable[NUM_HEADINGS];
void CMyMath::Init()
{
good_fpu_init();
for (int a = 0; a < NUM_HEADINGS; ++a) {
float ang = (a - (NUM_HEADINGS / 2)) * 2 * PI / NUM_HEADINGS;
float2 v;
v.x = math::sin(ang);
v.y = math::cos(ang);
headingToVectorTable[a] = v;
}
unsigned checksum = 0;
for (int a = 0; a < NUM_HEADINGS; ++a) {
checksum = 33 * checksum + *(unsigned*) &headingToVectorTable[a].x;
checksum *= 33;
checksum = 33 * checksum + *(unsigned*) &headingToVectorTable[a].y;
}
#ifdef USE_VALGRIND
if (RUNNING_ON_VALGRIND) {
// Valgrind doesn't allow us setting the FPU, so syncing is impossible
LOG_L(L_WARNING, "Valgrind detected sync checking disabled!");
return;
}
#endif
#ifdef STREFLOP_H
if (checksum != HEADING_CHECKSUM) {
throw unsupported_error(
"Invalid headingToVectorTable checksum. Most likely"
" your streflop library was not compiled with the correct"
" options, or you are not using streflop at all.");
}
#endif
}
float3 GetVectorFromHAndPExact(const short int heading, const short int pitch)
{
float3 ret;
float h = heading * TAANG2RAD;
float p = pitch * TAANG2RAD;
ret.x = math::sin(h) * math::cos(p);
ret.y = math::sin(p);
ret.z = math::cos(h) * math::cos(p);
return ret;
}
float LinePointDist(const float3 l1, const float3 l2, const float3 p)
{
float3 dir(l2 - l1);
float length = dir.Length();
if (length == 0)
length = 0.1f;
dir /= length;
float a = (p - l1).dot(dir);
if (a < 0) a = 0;
if (a > length) a = length;
float3 p2 = p - dir * a;
return p2.distance(l1);
}
/**
* @brief calculate closest point on linepiece from l1 to l2
* Note, this clamps the returned point to a position between l1 and l2.
*/
float3 ClosestPointOnLine(const float3 l1, const float3 l2, const float3 p)
{
float3 dir(l2-l1);
float3 pdir(p-l1);
float length = dir.Length();
if (math::fabs(length) < 1e-4f)
return l1;
float c = dir.dot(pdir) / length;
if (c < 0) c = 0;
if (c > length) c = length;
return l1 + dir * (c / length);
}
/**
* How does it works?
* We calculate the two intersection points ON the
* ray as multiple of `dir` starting from `start`.
* So we get 2 scalars, whereupon `near` defines the
* new startpoint and `far` defines the new endpoint.
*
* credits:
* http://ompf.org/ray/ray_box.html
*/
std::pair<float, float> GetMapBoundaryIntersectionPoints(const float3 start, const float3 dir)
{
const float rcpdirx = (dir.x != 0.0f)? (1.0f / dir.x): 10000.0f;
const float rcpdirz = (dir.z != 0.0f)? (1.0f / dir.z): 10000.0f;
const float& mapwidth = float3::maxxpos + 1;
const float& mapheight = float3::maxzpos + 1;
// x component
float xl1 = ( 0.0f - start.x) * rcpdirx;
float xl2 = (mapwidth - start.x) * rcpdirx;
float xnear = std::min(xl1, xl2);
float xfar = std::max(xl1, xl2);
// z component
float zl1 = ( 0.0f - start.z) * rcpdirz;
float zl2 = (mapheight - start.z) * rcpdirz;
float znear = std::min(zl1, zl2);
float zfar = std::max(zl1, zl2);
// both
float near = std::max(xnear, znear);
float far = std::min(xfar, zfar);
if (far < 0.0f || far < near) {
// outside of boundary
near = -1.0f;
far = -1.0f;
}
return std::pair<float, float>(near, far);
}
bool ClampLineInMap(float3& start, float3& end)
{
const float3 dir = end - start;
const std::pair<float, float>& interp = GetMapBoundaryIntersectionPoints(start, dir);
const float& near = interp.first;
const float& far = interp.second;
if (far < 0.0f) {
//! outside of map!
start = -OnesVector;
end = -OnesVector;
return true;
}
if (far < 1.0f || near > 0.0f) {
end = start + dir * std::min(far, 1.0f);
start = start + dir * std::max(near, 0.0f);
//! precision of near,far are limited, so better clamp it afterwards
end.ClampInMap();
start.ClampInMap();
return true;
}
return false;
}
bool ClampRayInMap(const float3 start, float3& end)
{
const float3 dir = end - start;
std::pair<float, float> interp = GetMapBoundaryIntersectionPoints(start, dir);
const float& near = interp.first;
const float& far = interp.second;
if (far < 0.0f) {
//! outside of map!
end = start;
return true;
}
if (far < 1.0f || near > 0.0f) {
end = start + dir * std::min(far, 1.0f);
//! precision of near,far are limited, so better clamp it afterwards
end.ClampInMap();
return true;
}
return false;
}
float smoothstep(const float edge0, const float edge1, const float value)
{
if (value <= edge0) return 0.0f;
if (value >= edge1) return 1.0f;
const float x = (value - edge0) / (edge1 - edge0);
const float t = Clamp(x, 0.0f, 1.0f);
return (t * t * (3.0f - 2.0f * t));
}
float3 smoothstep(const float edge0, const float edge1, float3 vec)
{
vec.x = smoothstep(edge0, edge1, vec.x);
vec.y = smoothstep(edge0, edge1, vec.y);
vec.z = smoothstep(edge0, edge1, vec.z);
return vec;
}
float linearstep(const float edge0, const float edge1, const float value)
{
if (value <= edge0) return 0.0f;
if (value >= edge1) return 1.0f;
const float x = (value - edge0) / (edge1 - edge0);
const float t = Clamp(x, 0.0f, 1.0f);
return t;
}
float3 hs2rgb(float h, float s)
{
// FIXME? ignores saturation completely
s = 1.0f;
const float invSat = 1.0f - s;
if (h > 0.5f) { h += 0.1f; }
if (h > 1.0f) { h -= 1.0f; }
float3 col(invSat / 2.0f, invSat / 2.0f, invSat / 2.0f);
if (h < (1.0f / 6.0f)) {
col.x += s;
col.y += s * (h * 6.0f);
} else if (h < (1.0f / 3.0f)) {
col.y += s;
col.x += s * ((1.0f / 3.0f - h) * 6.0f);
} else if (h < (1.0f / 2.0f)) {
col.y += s;
col.z += s * ((h - (1.0f / 3.0f)) * 6.0f);
} else if (h < (2.0f / 3.0f)) {
col.z += s;
col.y += s * ((2.0f / 3.0f - h) * 6.0f);
} else if (h < (5.0f / 6.0f)) {
col.z += s;
col.x += s * ((h - (2.0f / 3.0f)) * 6.0f);
} else {
col.x += s;
col.z += s * ((3.0f / 3.0f - h) * 6.0f);
}
return col;
}
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