blankart/src/m_fixed.h
NepDisk dba734515f OpenAL EFX: Refactor EFX parameters, general cleanup, and debug
All that is left to do is Lua exposure and proper value clamping for Lua and SOC.
2026-03-23 18:34:35 -04:00

508 lines
15 KiB
C

// BLANKART
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_fixed.h
/// \brief Fixed point arithmetics implementation
/// Fixed point, 32bit as 16.16.
#ifndef __M_FIXED__
#define __M_FIXED__
#include "doomtype.h"
#include "doomdef.h"
#ifdef __GNUC__
#include <stdlib.h>
#endif
#ifdef __cplusplus
extern "C" {
#endif
/*!
\brief bits of the fraction
*/
#define FRACBITS 16
/*!
\brief units of the fraction
*/
#define FRACUNIT (1<<FRACBITS)
#define FRACHALF (1<<(FRACBITS-1))
#define FRACMASK (FRACUNIT -1)
/** \brief Redefinition of INT32 as fixed_t
unit used as fixed_t
*/
#if (FRACBITS == 16)
#define M_TAU_FIXED 411769
#endif
#define M_PI_FIXED (M_TAU_FIXED >> 1)
typedef INT32 fixed_t;
/*!
\brief convert fixed_t into floating number
*/
FUNCMATH FUNCINLINE static ATTRINLINE float FixedToFloat(fixed_t x)
{
return x / (float)FRACUNIT;
}
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FloatToFixed(float f)
{
return (fixed_t)(f * FRACUNIT);
}
/*!
* \brief convert fixed_t into double-precision floating number
*/
FUNCMATH FUNCINLINE static ATTRINLINE double FixedToDouble(fixed_t x)
{
return x / (double)FRACUNIT;
}
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t DoubleToFixed(double f)
{
return (fixed_t)(f * FRACUNIT);
}
/** \brief Converts seconds (in tics) to fixed-point number values; 1 second is 1 fracunit.
\param t (tic_t) time
\return (fixed_t) seconds as fracunits
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t SecsToFixed(tic_t t)
{
return (fixed_t)(((UINT64)t * FRACUNIT) / (TICRATE));
}
/** \brief Converts tens of seconds (in tics) to fixed-point number values; 10 seconds is 1
fracunit.
\param t (tic_t) time
\return (fixed_t) tens of seconds as fracunits
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t SecsToFixedTens(tic_t t)
{
return (fixed_t)(((UINT64)t * FRACUNIT) / (10 * TICRATE));
}
/** \brief 64-bit version of SecsToFixed. Converts seconds (in tics) to fixed-point number values; 1
second is 1 fracunit.
\param t (tic_t) time
\return (sint64_t) seconds as fracunits
*/
FUNCMATH FUNCINLINE static ATTRINLINE INT64 SecsToFixed64(tic_t t)
{
return (INT64)(((UINT64)t * FRACUNIT) / (TICRATE));
}
/** \brief 64-bit version of SecsToFixedTens. Converts tens of seconds (in tics) to fixed-point
number values; 10 seconds is 1 fracunit.
\param t (tic_t) time
\return (sint64_t) tens of seconds as fracunits
*/
FUNCMATH FUNCINLINE static ATTRINLINE INT64 SecsToFixedTens64(tic_t t)
{
return (INT64)(((UINT64)t * FRACUNIT) / (10 * TICRATE));
}
// for backwards compat
#define FIXED_TO_FLOAT(x) FixedToFloat(x) // (((float)(x)) / ((float)FRACUNIT))
#define FLOAT_TO_FIXED(f) FloatToFixed(f) // (fixed_t)((f) * ((float)FRACUNIT))
/** \brief The FixedMul function
\param a fixed_t number
\param b fixed_t number
\return a*b>>FRACBITS
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedMul(fixed_t a, fixed_t b)
{
// Need to cast to unsigned before shifting to avoid undefined behaviour
// for negative integers
return (fixed_t)(((UINT64)((INT64)a * b)) >> FRACBITS);
}
FUNCMATH FUNCINLINE static ATTRINLINE INT64 FixedMul64(INT64 a, INT64 b)
{
// Need to cast to unsigned before shifting to avoid undefined behaviour
// for negative integers
return (INT64)(((UINT64)(a * b)) >> FRACBITS);
}
/** \brief The FixedDiv2 function
\param a fixed_t number
\param b fixed_t number
\return a/b * FRACUNIT
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedDiv2(fixed_t a, fixed_t b)
{
// This does not check for division overflow or division by 0!
// That is the caller's responsibility.
return (fixed_t)(((INT64)a * FRACUNIT) / b);
}
/** \brief The FixedInt function
\param a fixed_t number
\return a/FRACUNIT
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedInt(fixed_t a)
{
return FixedMul(a, 1);
}
/** \brief The FixedDiv function
\param a fixed_t number
\param b fixed_t number
\return a/b
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedDiv(fixed_t a, fixed_t b)
{
if ((abs(a / (FRACUNIT/4))) >= abs(b))
return (a^b) < 0 ? INT32_MIN : INT32_MAX;
return FixedDiv2(a, b);
}
/*!
\brief Converts a percentage into a fixed number.
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedPercentage(INT32 percent)
{
return FixedDiv((percent * FRACUNIT), 100 * FRACUNIT);
}
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedPercentageFloat(float fpercent)
{
return FixedDiv(FloatToFixed(fpercent), 100 * FRACUNIT);
}
/** \brief The FixedSqrt function
\param x fixed_t number
\return sqrt(x)
*/
FUNCMATH fixed_t FixedSqrt(fixed_t x);
FUNCMATH INT64 FixedSqrt64(INT64 x);
// Theoretically, we can feed this any integer value and it'll output an
// accurate square root * 256.
#define IntSqrt(x) (INT32)(FixedSqrt(x) / 256)
#define IntSqrt64(x) (INT64)(FixedSqrt64(x) / 256)
/** \brief The FixedHypot function
\param x fixed_t number
\param y fixed_t number
\return sqrt(x*x+y*y)
*/
FUNCMATH fixed_t FixedHypot(fixed_t x, fixed_t y);
/** \brief The FixedFloor function
\param x fixed_t number
\return floor(x)
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedFloor(fixed_t x)
{
const fixed_t a = abs(x); //absolute of x
const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
const fixed_t f = a-i; // cut out the integral part
if (f == 0)
return x;
if (x != INT32_MIN)
{ // return rounded down to nearest whole number
if (x > 0)
return x-f;
else
return x-(FRACUNIT-f);
}
return INT32_MIN;
}
/** \brief The FixedTrunc function
\param x fixed_t number
\return trunc(x)
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedTrunc(fixed_t x)
{
const fixed_t a = abs(x); //absolute of x
const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
const fixed_t f = a-i; // cut out the integral part
if (x != INT32_MIN)
{ // return rounded to nearest whole number, towards zero
if (x > 0)
return x-f;
else
return x+f;
}
return INT32_MIN;
}
/** \brief The FixedCeil function
\param x fixed_t number
\return ceil(x)
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedCeil(fixed_t x)
{
const fixed_t a = abs(x); //absolute of x
const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
const fixed_t f = a-i; // cut out the integral part
if (f == 0)
return x;
if (x == INT32_MIN)
return INT32_MIN;
else if (x < FixedFloor(INT32_MAX))
{ // return rounded up to nearest whole number
if (x > 0)
return x+(FRACUNIT-f);
else
return x+f;
}
return INT32_MAX;
}
/** \brief The FixedRound function
\param x fixed_t number
\return round(x)
*/
FUNCMATH FUNCINLINE static ATTRINLINE fixed_t FixedRound(fixed_t x)
{
const fixed_t a = abs(x); //absolute of x
const fixed_t i = (a>>FRACBITS)<<FRACBITS; // cut out the fractional part
const fixed_t f = a-i; // cut out the integral part
if (f == 0)
return x;
if (x == INT32_MIN)
return INT32_MIN;
else if (x < FixedFloor(INT32_MAX))
{ // return rounded to nearest whole number, away from zero
if (x > 0)
return x+(FRACUNIT-f);
else
return x-(FRACUNIT-f);
}
return INT32_MAX;
}
struct vector2_t
{
fixed_t x;
fixed_t y;
};
// Floating-point version, used sparingly, primarily in rendering
struct f_vector2_t
{
float x;
float y;
};
vector2_t *FV2_Load(vector2_t *vec, fixed_t x, fixed_t y);
vector2_t *FV2_UnLoad(vector2_t *vec, fixed_t *x, fixed_t *y);
vector2_t *FV2_Copy(vector2_t *a_o, const vector2_t *a_i);
vector2_t *FV2_AddEx(const vector2_t *a_i, const vector2_t *a_c, vector2_t *a_o);
vector2_t *FV2_Add(vector2_t *a_i, const vector2_t *a_c);
vector2_t *FV2_SubEx(const vector2_t *a_i, const vector2_t *a_c, vector2_t *a_o);
vector2_t *FV2_Sub(vector2_t *a_i, const vector2_t *a_c);
vector2_t *FV2_MulEx(const vector2_t *a_i, fixed_t a_c, vector2_t *a_o);
vector2_t *FV2_Mul(vector2_t *a_i, fixed_t a_c);
vector2_t *FV2_DivideEx(const vector2_t *a_i, fixed_t a_c, vector2_t *a_o);
vector2_t *FV2_Divide(vector2_t *a_i, fixed_t a_c);
vector2_t *FV2_Midpoint(const vector2_t *a_1, const vector2_t *a_2, vector2_t *a_o);
fixed_t FV2_Distance(const vector2_t *p1, const vector2_t *p2);
fixed_t FV2_Magnitude(const vector2_t *a_normal);
fixed_t FV2_NormalizeEx(const vector2_t *a_normal, vector2_t *a_o);
fixed_t FV2_Normalize(vector2_t *a_normal);
vector2_t *FV2_NegateEx(const vector2_t *a_1, vector2_t *a_o);
vector2_t *FV2_Negate(vector2_t *a_1);
vector2_t *FV2_RotateEx(const vector2_t *a_1, vector2_t *a_o, fixed_t ang_fixed);
vector2_t *FV2_Rotate(vector2_t *a_1, fixed_t ang_fixed);
boolean FV2_Equal(const vector2_t *a_1, const vector2_t *a_2);
fixed_t FV2_Dot(const vector2_t *a_1, const vector2_t *a_2);
vector2_t *FV2_Point2Vec (const vector2_t *point1, const vector2_t *point2, vector2_t *a_o);
struct vector3_t
{
fixed_t x, y, z;
};
struct f_vector3_t
{
float x;
float y;
float z;
};
vector3_t *FV3_Load(vector3_t *vec, fixed_t x, fixed_t y, fixed_t z);
vector3_t *FV3_UnLoad(vector3_t *vec, fixed_t *x, fixed_t *y, fixed_t *z);
vector3_t *FV3_Copy(vector3_t *a_o, const vector3_t *a_i);
vector3_t *FV3_AddEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o);
vector3_t *FV3_Add(vector3_t *a_i, const vector3_t *a_c);
vector3_t *FV3_SubEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o);
vector3_t *FV3_Sub(vector3_t *a_i, const vector3_t *a_c);
vector3_t *FV3_MulEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o);
vector3_t *FV3_Mul(vector3_t *a_i, const vector3_t *a_c);
vector3_t *FV3_DivideEx(const vector3_t *a_i, const vector3_t *a_c, vector3_t *a_o);
vector3_t *FV3_Divide(vector3_t *a_i, const vector3_t *a_c);
vector3_t *FV3_Midpoint(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o);
fixed_t FV3_Distance(const vector3_t *p1, const vector3_t *p2);
fixed_t FV3_Magnitude(const vector3_t *a_normal);
fixed_t FV3_NormalizeEx(const vector3_t *a_normal, vector3_t *a_o);
fixed_t FV3_Normalize(vector3_t *a_normal);
vector3_t *FV3_NegateEx(const vector3_t *a_1, vector3_t *a_o);
vector3_t *FV3_Negate(vector3_t *a_1);
boolean FV3_Equal(const vector3_t *a_1, const vector3_t *a_2);
fixed_t FV3_Dot(const vector3_t *a_1, const vector3_t *a_2);
vector3_t *FV3_Cross(const vector3_t *a_1, const vector3_t *a_2, vector3_t *a_o);
vector3_t *FV3_ClosestPointOnLine(const vector3_t *Line, const vector3_t *p, vector3_t *out);
void FV3_ClosestPointOnVector(const vector3_t *dir, const vector3_t *p, vector3_t *out);
void FV3_ClosestPointOnTriangle(const vector3_t *tri, const vector3_t *point, vector3_t *result);
vector3_t *FV3_Point2Vec(const vector3_t *point1, const vector3_t *point2, vector3_t *a_o);
fixed_t FV3_Normal(const vector3_t *a_triangle, vector3_t *a_normal);
fixed_t FV3_Strength(const vector3_t *a_1, const vector3_t *dir);
fixed_t FV3_PlaneDistance(const vector3_t *a_normal, const vector3_t *a_point);
boolean FV3_IntersectedPlane(const vector3_t *a_triangle, const vector3_t *a_line, vector3_t *a_normal, fixed_t *originDistance);
fixed_t FV3_PlaneIntersection(const vector3_t *pOrigin, const vector3_t *pNormal, const vector3_t *rOrigin, const vector3_t *rVector);
fixed_t FV3_IntersectRaySphere(const vector3_t *rO, const vector3_t *rV, const vector3_t *sO, fixed_t sR);
vector3_t *FV3_IntersectionPoint(const vector3_t *vNormal, const vector3_t *vLine, fixed_t distance, vector3_t *ReturnVec);
UINT8 FV3_PointOnLineSide(const vector3_t *point, const vector3_t *line);
boolean FV3_PointInsideBox(const vector3_t *point, const vector3_t *box);
struct vector4_t
{
fixed_t x, y, z, a;
};
vector4_t *FV4_Load(vector4_t *vec, fixed_t x, fixed_t y, fixed_t z, fixed_t a);
vector4_t *FV4_UnLoad(vector4_t *vec, fixed_t *x, fixed_t *y, fixed_t *z, fixed_t *a);
vector4_t *FV4_Copy(vector4_t *a_o, const vector4_t *a_i);
vector4_t *FV4_AddEx(const vector4_t *a_i, const vector4_t *a_c, vector4_t *a_o);
vector4_t *FV4_Add(vector4_t *a_i, const vector4_t *a_c);
vector4_t *FV4_SubEx(const vector4_t *a_i, const vector4_t *a_c, vector4_t *a_o);
vector4_t *FV4_Sub(vector4_t *a_i, const vector4_t *a_c);
vector4_t *FV4_MulEx(const vector4_t *a_i, const vector4_t *a_c, vector4_t *a_o);
vector4_t *FV4_Mul(vector4_t *a_i, const vector4_t *a_c);
vector4_t *FV4_DivideEx(const vector4_t *a_i, const vector4_t *a_c, vector4_t *a_o);
vector4_t *FV4_Divide(vector4_t *a_i, const vector4_t *a_c);
vector4_t *FV4_Midpoint(const vector4_t *a_1, const vector4_t *a_2, vector4_t *a_o);
fixed_t FV4_Distance(const vector4_t *p1, const vector4_t *p2);
fixed_t FV4_Magnitude(const vector4_t *a_normal);
fixed_t FV4_NormalizeEx(const vector4_t *a_normal, vector4_t *a_o);
fixed_t FV4_Normalize(vector4_t *a_normal);
vector4_t *FV4_NegateEx(const vector4_t *a_1, vector4_t *a_o);
vector4_t *FV4_Negate(vector4_t *a_1);
boolean FV4_Equal(const vector4_t *a_1, const vector4_t *a_2);
fixed_t FV4_Dot(const vector4_t *a_1, const vector4_t *a_2);
struct matrix_t
{
fixed_t m[16];
};
void FM_LoadIdentity(matrix_t* matrix);
void FM_CreateObjectMatrix(matrix_t *matrix, fixed_t x, fixed_t y, fixed_t z, fixed_t anglex, fixed_t angley, fixed_t anglez, fixed_t upx, fixed_t upy, fixed_t upz, fixed_t radius);
const vector3_t *FM_MultMatrixVec3(const matrix_t *matrix, const vector3_t *vec, vector3_t *out);
const vector4_t *FM_MultMatrixVec4(const matrix_t *matrix, const vector4_t *vec, vector4_t *out);
void FM_MultMatrix(matrix_t *dest, const matrix_t *multme);
void FM_MultMatrixEx(const matrix_t *m1, const matrix_t *m2, matrix_t *dest);
void FM_Translate(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z);
void FM_Scale(matrix_t *dest, fixed_t x, fixed_t y, fixed_t z);
//
// Approach functions, see m_fixed.c for details
//
INT32 ApproachINT32(INT32 current, INT32 target, INT32 inc, INT32 dec);
UINT32 ApproachUINT32(UINT32 current, UINT32 target, UINT32 inc, UINT32 dec);
fixed_t ApproachFixed(fixed_t current, fixed_t target, fixed_t inc, fixed_t dec);
/** \brief Returns the INT32 value ``current`` after it tries to approach ``target``, going up
or down at most ``delta``.
*
* If ``target`` is close to the max or min of INT32, then it's possible to overflow past it
without stopping.
\param current (INT32) current value
\param target (INT32) target value
\param delta (INT32) value to increment/decrement by
\return (INT32) current value after incrementing/decrementing
*/
#define ApproachOneWayINT32(current, target, delta) (ApproachINT32(current, target, delta, delta))
/** \brief Returns the unsigned INT32 value ``current`` after it tries to approach ``target``,
going up or down at most ``delta``.
*
* If ``target`` is close to the max or min of UINT32, then it's possible to overflow past it
without stopping.
\param current (UINT32) current value
\param target (UINT32) target value
\param delta (UINT32) value to increment/decrement by
\return (UINT32) current value after incrementing/decrementing
*/
#define ApproachOneWayUINT32(current, target, delta) (ApproachUINT32(current, target, delta, delta))
#define ApproachOneWayFixed(current, target, delta) (ApproachFixed(current, target, delta, delta))
#ifdef __cplusplus
} // extern "C"
#endif
#endif //m_fixed.h