0ad/source/maths/FixedVector3D.h
Ykkrosh 7c2e9027c2 # Rewrite of the game's simulation system
Giant merge from
http://svn.wildfiregames.com/hg-source/file/5fb522019d5e
Infrastructure is largely complete, gameplay is largely missing
Disabled by default; use command-line flag "-sim2"
(Second attempt at commit...)

This was SVN commit r7259.
2010-01-09 19:20:14 +00:00

163 lines
4.0 KiB
C++

/* Copyright (C) 2010 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_FIXED_VECTOR3D
#define INCLUDED_FIXED_VECTOR3D
#include "maths/Fixed.h"
#include "maths/Sqrt.h"
class CFixedVector3D
{
private:
typedef CFixed_23_8 fixed;
public:
fixed X, Y, Z;
CFixedVector3D() { }
CFixedVector3D(fixed X, fixed Y, fixed Z) : X(X), Y(Y), Z(Z) { }
/// Vector equality
bool operator==(const CFixedVector3D& v) const
{
return (X == v.X && Y == v.Y && Z == v.Z);
}
/// Vector addition
CFixedVector3D operator+(const CFixedVector3D& v) const
{
return CFixedVector3D(X + v.X, Y + v.Y, Z + v.Z);
}
/// Vector subtraction
CFixedVector3D operator-(const CFixedVector3D& v) const
{
return CFixedVector3D(X - v.X, Y - v.Y, Z - v.Z);
}
/// Negation
CFixedVector3D operator-() const
{
return CFixedVector3D(-X, -Y, -Z);
}
/// Vector addition
CFixedVector3D& operator+=(const CFixedVector3D& v)
{
*this = *this + v;
return *this;
}
/// Vector subtraction
CFixedVector3D& operator-=(const CFixedVector3D& v)
{
*this = *this - v;
return *this;
}
/**
* 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
i64 x = (i64)X.GetInternalValue();
i64 y = (i64)Y.GetInternalValue();
i64 z = (i64)Z.GetInternalValue();
u64 d2 = (u64)(x * x + y * y + z * z);
u32 d = isqrt64(d2);
fixed r;
r.SetInternalValue((i32)d);
return r;
}
/**
* Normalize the vector so that length is close to 1.
* If length is 0, does nothing.
* WARNING: The fixed-point numbers only have 8-bit fractional parts, so
* a normalized vector will be very imprecise.
*/
void Normalize()
{
fixed l = Length();
if (!l.IsZero())
{
X = X / l;
Y = Y / l;
Z = Z / l;
}
}
/**
* Normalize the vector so that length is close to n.
* If length is 0, does nothing.
*/
void Normalize(fixed n)
{
if (n.IsZero())
{
X = Y = Z = fixed::FromInt(0);
return;
}
fixed l = Length();
// TODO: work out whether this is giving decent precision
fixed d = l / n;
if (!d.IsZero())
{
X = X / d;
Y = Y / d;
Z = Z / d;
}
}
/**
* Compute the cross product of this vector with another.
*/
CFixedVector3D Cross(const CFixedVector3D& v)
{
i64 x = ((i64)Y.GetInternalValue() * (i64)v.Z.GetInternalValue()) - ((i64)Z.GetInternalValue() * (i64)v.Y.GetInternalValue());
i64 y = ((i64)Z.GetInternalValue() * (i64)v.X.GetInternalValue()) - ((i64)X.GetInternalValue() * (i64)v.Z.GetInternalValue());
i64 z = ((i64)X.GetInternalValue() * (i64)v.Y.GetInternalValue()) - ((i64)Y.GetInternalValue() * (i64)v.X.GetInternalValue());
CFixedVector3D ret;
ret.X.SetInternalValue((i32)(x >> fixed::fract_bits));
ret.Y.SetInternalValue((i32)(y >> fixed::fract_bits));
ret.Z.SetInternalValue((i32)(z >> fixed::fract_bits));
return ret;
}
/**
* Compute the dot product of this vector with another.
*/
fixed Dot(const CFixedVector3D& v)
{
i64 x = (i64)X.GetInternalValue() * (i64)v.X.GetInternalValue();
i64 y = (i64)Y.GetInternalValue() * (i64)v.Y.GetInternalValue();
i64 z = (i64)Z.GetInternalValue() * (i64)v.Z.GetInternalValue();
i64 sum = x + y + z;
fixed ret;
ret.SetInternalValue((i32)(sum >> fixed::fract_bits));
return ret;
}
};
#endif // INCLUDED_FIXED_VECTOR3D