/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_FIXED_VECTOR2D #define INCLUDED_FIXED_VECTOR2D #include "maths/Fixed.h" #include "maths/Sqrt.h" class CFixedVector2D { public: fixed X, Y; CFixedVector2D() { } CFixedVector2D(fixed X, fixed Y) : X(X), Y(Y) { } /// Vector equality bool operator==(const CFixedVector2D& v) const { return (X == v.X && Y == v.Y); } /// Vector inequality bool operator!=(const CFixedVector2D& v) const { return (X != v.X || Y != v.Y); } /// Vector addition CFixedVector2D operator+(const CFixedVector2D& v) const { return CFixedVector2D(X + v.X, Y + v.Y); } /// Vector subtraction CFixedVector2D operator-(const CFixedVector2D& v) const { return CFixedVector2D(X - v.X, Y - v.Y); } /// Negation CFixedVector2D operator-() const { return CFixedVector2D(-X, -Y); } /// Vector addition CFixedVector2D& operator+=(const CFixedVector2D& v) { *this = *this + v; return *this; } /// Vector subtraction CFixedVector2D& operator-=(const CFixedVector2D& v) { *this = *this - v; return *this; } /// Scalar multiplication by an integer CFixedVector2D operator*(int n) const { return CFixedVector2D(X*n, Y*n); } /// Scalar division by an integer. Must not have n == 0. CFixedVector2D operator/(int n) const { return CFixedVector2D(X/n, Y/n); } /** * Multiply by a CFixed. Likely to overflow if both numbers are large, * so we use an ugly name instead of operator* to make it obvious. */ CFixedVector2D Multiply(fixed n) const { return CFixedVector2D(X.Multiply(n), Y.Multiply(n)); } /** * Returns the length of the vector. * Will not overflow if the result can be represented as type 'fixed'. */ fixed Length() const { // Do intermediate calculations with 64-bit ints to avoid overflows u64 xx = SQUARE_U64_FIXED(X); u64 yy = SQUARE_U64_FIXED(Y); u64 d2 = xx + yy; CheckUnsignedAdditionOverflow(d2, xx, L"Overflow in CFixedVector2D::Length() part 1") u32 d = isqrt64(d2); CheckU32CastOverflow(d, i32, L"Overflow in CFixedVector2D::Length() part 2") fixed r; r.SetInternalValue(static_cast(d)); return r; } /** * Returns -1, 0, +1 depending on whether length is less/equal/greater * than the argument. * Avoids sqrting and overflowing. */ int CompareLength(fixed cmp) const { u64 d2 = SQUARE_U64_FIXED(X) + SQUARE_U64_FIXED(Y); // d2 <= 2^63 (no overflow) u64 cmpSquared = SQUARE_U64_FIXED(cmp); if (d2 < cmpSquared) return -1; if (d2 > cmpSquared) return +1; return 0; } /** * Same as above, but avoids squaring the compared value. * The argument must be the result of an SQUARE_U64_FIXED operation. */ int CompareLengthSquared(u64 cmpSquared) const { u64 d2 = SQUARE_U64_FIXED(X) + SQUARE_U64_FIXED(Y); // d2 <= 2^63 (no overflow) if (d2 < cmpSquared) return -1; if (d2 > cmpSquared) return +1; return 0; } /** * Returns -1, 0, +1 depending on whether length is less/equal/greater * than the argument's length. * Avoids sqrting and overflowing. */ int CompareLength(const CFixedVector2D& other) const { u64 d2 = SQUARE_U64_FIXED(X) + SQUARE_U64_FIXED(Y); u64 od2 = SQUARE_U64_FIXED(other.X) + SQUARE_U64_FIXED(other.Y); if (d2 < od2) return -1; if (d2 > od2) return +1; return 0; } bool IsZero() const { return X.IsZero() && Y.IsZero(); } /** * Normalize the vector so that length is close to 1. * If length is 0, does nothing. */ void Normalize() { if (!IsZero()) { fixed l = Length(); X = X / l; Y = Y / l; } } /** * Normalize the vector so that length is close to n. * If length is 0, does nothing. */ void Normalize(fixed n) { fixed l = Length(); if (!l.IsZero()) { X = X.MulDiv(n, l); Y = Y.MulDiv(n, l); } } /** * Compute the dot product of this vector with another. * Likely to overflow if both vectors are large-ish (around the 200 range). */ fixed Dot(const CFixedVector2D& v) const { i64 x = MUL_I64_I32_I32(X.GetInternalValue(), v.X.GetInternalValue()); i64 y = MUL_I64_I32_I32(Y.GetInternalValue(), v.Y.GetInternalValue()); CheckSignedAdditionOverflow(i64, x, y, L"Overflow in CFixedVector2D::Dot() part 1", L"Underflow in CFixedVector2D::Dot() part 1") i64 sum = x + y; sum >>= fixed::fract_bits; CheckCastOverflow(sum, i32, L"Overflow in CFixedVector2D::Dot() part 2", L"Underflow in CFixedVector2D::Dot() part 2") fixed ret; ret.SetInternalValue(static_cast(sum)); return ret; } /** * @return -1, 0 or 1 if this and @v face respectively opposite directions, perpendicular, or same directions. */ int RelativeOrientation(const CFixedVector2D& v) const { i64 x = MUL_I64_I32_I32(X.GetInternalValue(), v.X.GetInternalValue()); i64 y = MUL_I64_I32_I32(Y.GetInternalValue(), v.Y.GetInternalValue()); return x > -y ? 1 : x < -y ? -1 : 0; } CFixedVector2D Perpendicular() const { return CFixedVector2D(Y, -X); } /** * Rotate the vector by the given angle (anticlockwise). */ CFixedVector2D Rotate(fixed angle) const { fixed s, c; sincos_approx(angle, s, c); return CFixedVector2D(X.Multiply(c) + Y.Multiply(s), Y.Multiply(c) - X.Multiply(s)); } }; #endif // INCLUDED_FIXED_VECTOR2D