0ad/source/maths/FixedVector3D.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

187 lines
5.4 KiB
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/* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_FIXED_VECTOR3D
#define INCLUDED_FIXED_VECTOR3D
#include "maths/Fixed.h"
#include "maths/Sqrt.h"
class CFixedVector3D
{
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 inequality
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
u64 xx = SQUARE_U64_FIXED(X);
u64 yy = SQUARE_U64_FIXED(Y);
u64 zz = SQUARE_U64_FIXED(Z);
u64 t = xx + yy;
CheckUnsignedAdditionOverflow(t, xx, L"Overflow in CFixedVector3D::Length() part 1")
u64 d2 = t + zz;
CheckUnsignedAdditionOverflow(d2, t, L"Overflow in CFixedVector3D::Length() part 2")
u32 d = isqrt64(d2);
CheckU32CastOverflow(d, i32, L"Overflow in CFixedVector3D::Length() part 3")
fixed r;
r.SetInternalValue((i32)d);
return r;
}
/**
* Normalize the vector so that length is close to 1.
* If length is 0, does nothing.
*/
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)
{
fixed l = Length();
if (!l.IsZero())
{
X = X.MulDiv(n, l);
Y = Y.MulDiv(n, l);
Z = Z.MulDiv(n, l);
}
}
/**
* Compute the cross product of this vector with another.
*/
CFixedVector3D Cross(const CFixedVector3D& v)
{
i64 y_vz = MUL_I64_I32_I32(Y.GetInternalValue(), v.Z.GetInternalValue());
i64 z_vy = MUL_I64_I32_I32(Z.GetInternalValue(), v.Y.GetInternalValue());
CheckSignedSubtractionOverflow(i64, y_vz, z_vy, L"Overflow in CFixedVector3D::Cross() part 1", L"Underflow in CFixedVector3D::Cross() part 1")
i64 x = y_vz - z_vy;
x >>= fixed::fract_bits;
i64 z_vx = MUL_I64_I32_I32(Z.GetInternalValue(), v.X.GetInternalValue());
i64 x_vz = MUL_I64_I32_I32(X.GetInternalValue(), v.Z.GetInternalValue());
CheckSignedSubtractionOverflow(i64, z_vx, x_vz, L"Overflow in CFixedVector3D::Cross() part 2", L"Underflow in CFixedVector3D::Cross() part 2")
i64 y = z_vx - x_vz;
y >>= fixed::fract_bits;
i64 x_vy = MUL_I64_I32_I32(X.GetInternalValue(), v.Y.GetInternalValue());
i64 y_vx = MUL_I64_I32_I32(Y.GetInternalValue(), v.X.GetInternalValue());
CheckSignedSubtractionOverflow(i64, x_vy, y_vx, L"Overflow in CFixedVector3D::Cross() part 3", L"Underflow in CFixedVector3D::Cross() part 3")
i64 z = x_vy - y_vx;
z >>= fixed::fract_bits;
CheckCastOverflow(x, i32, L"Overflow in CFixedVector3D::Cross() part 4", L"Underflow in CFixedVector3D::Cross() part 4")
CheckCastOverflow(y, i32, L"Overflow in CFixedVector3D::Cross() part 5", L"Underflow in CFixedVector3D::Cross() part 5")
CheckCastOverflow(z, i32, L"Overflow in CFixedVector3D::Cross() part 6", L"Underflow in CFixedVector3D::Cross() part 6")
CFixedVector3D ret;
ret.X.SetInternalValue((i32)x);
ret.Y.SetInternalValue((i32)y);
ret.Z.SetInternalValue((i32)z);
return ret;
}
/**
* Compute the dot product of this vector with another.
*/
fixed Dot(const CFixedVector3D& v)
{
i64 x = MUL_I64_I32_I32(X.GetInternalValue(), v.X.GetInternalValue());
i64 y = MUL_I64_I32_I32(Y.GetInternalValue(), v.Y.GetInternalValue());
i64 z = MUL_I64_I32_I32(Z.GetInternalValue(), v.Z.GetInternalValue());
CheckSignedAdditionOverflow(i64, x, y, L"Overflow in CFixedVector3D::Dot() part 1", L"Underflow in CFixedVector3D::Dot() part 1")
i64 t = x + y;
CheckSignedAdditionOverflow(i64, t, z, L"Overflow in CFixedVector3D::Dot() part 2", L"Underflow in CFixedVector3D::Dot() part 2")
i64 sum = t + z;
sum >>= fixed::fract_bits;
CheckCastOverflow(sum, i32, L"Overflow in CFixedVector3D::Dot() part 3", L"Underflow in CFixedVector3D::Dot() part 3")
fixed ret;
ret.SetInternalValue((i32)sum);
return ret;
}
};
#endif // INCLUDED_FIXED_VECTOR3D