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Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

293 lines
5.6 KiB
C++

#include "stdafx.h"
#include "Vec3.h"
#include "AABB.h"
DWORD Vec3::tlsIdx = 0;
Vec3::ThreadStorage *Vec3::tlsDefault = NULL;
Vec3::ThreadStorage::ThreadStorage()
{
pool = new Vec3[POOL_SIZE];
poolPointer = 0;
}
Vec3::ThreadStorage::~ThreadStorage()
{
delete [] pool;
}
void Vec3::CreateNewThreadStorage()
{
ThreadStorage *tls = new ThreadStorage();
if(tlsDefault == NULL )
{
tlsIdx = TlsAlloc();
tlsDefault = tls;
}
TlsSetValue(tlsIdx, tls);
}
void Vec3::UseDefaultThreadStorage()
{
TlsSetValue(tlsIdx, tlsDefault);
}
void Vec3::ReleaseThreadStorage()
{
ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
if( tls == tlsDefault ) return;
delete tls;
}
Vec3 *Vec3::newPermanent(double x, double y, double z)
{
return new Vec3(x,y,z);
};
void Vec3::clearPool()
{
}
void Vec3::resetPool()
{
}
Vec3 *Vec3::newTemp(double x, double y, double z)
{
ThreadStorage *tls = (ThreadStorage *)TlsGetValue(tlsIdx);
Vec3 *thisVec = &tls->pool[tls->poolPointer];
thisVec->set(x, y, z);
tls->poolPointer = ( tls->poolPointer + 1 ) % ThreadStorage::POOL_SIZE;
return thisVec;
}
Vec3::Vec3(double x, double y, double z)
{
if (x == -0.0) x = 0.0;
if (y == -0.0) y = 0.0;
if (z == -0.0) z = 0.0;
this->x = x;
this->y = y;
this->z = z;
}
Vec3 *Vec3::set(double x, double y, double z)
{
this->x = x;
this->y = y;
this->z = z;
return this;
}
Vec3 *Vec3::interpolateTo(Vec3 *t, double p)
{
double xt = x + (t->x - x) * p;
double yt = y + (t->y - y) * p;
double zt = z + (t->z - z) * p;
return Vec3::newTemp(xt, yt, zt);
}
Vec3 *Vec3::vectorTo(Vec3 *p)
{
return Vec3::newTemp(p->x - x, p->y - y, p->z - z);
}
Vec3 *Vec3::normalize()
{
double dist = (double) (sqrt(x * x + y * y + z * z));
if (dist < 0.0001) return Vec3::newTemp(0, 0, 0);
return Vec3::newTemp(x / dist, y / dist, z / dist);
}
double Vec3::dot(Vec3 *p)
{
return x * p->x + y * p->y + z * p->z;
}
Vec3 *Vec3::cross(Vec3 *p)
{
return Vec3::newTemp(y * p->z - z * p->y, z * p->x - x * p->z, x * p->y - y * p->x);
}
Vec3 *Vec3::add(double x, double y, double z)
{
return Vec3::newTemp(this->x + x, this->y + y, this->z + z);
}
double Vec3::distanceTo(Vec3 *p)
{
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return (double) sqrt(xd * xd + yd * yd + zd * zd);
}
double Vec3::distanceToSqr(Vec3 *p)
{
double xd = p->x - x;
double yd = p->y - y;
double zd = p->z - z;
return xd * xd + yd * yd + zd * zd;
}
double Vec3::distanceToSqr(double x2, double y2, double z2)
{
double xd = x2 - x;
double yd = y2 - y;
double zd = z2 - z;
return xd * xd + yd * yd + zd * zd;
}
Vec3 *Vec3::scale(double l)
{
return Vec3::newTemp(x * l, y * l, z * l);
}
double Vec3::length()
{
return sqrt(x * x + y * y + z * z);
}
Vec3 *Vec3::clipX(Vec3 *b, double xt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (xd * xd < 0.0000001f) return NULL;
double d = (xt - x) / xd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3 *Vec3::clipY(Vec3 *b, double yt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (yd * yd < 0.0000001f) return NULL;
double d = (yt - y) / yd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
Vec3 *Vec3::clipZ(Vec3 *b, double zt)
{
double xd = b->x - x;
double yd = b->y - y;
double zd = b->z - z;
if (zd * zd < 0.0000001f) return NULL;
double d = (zt - z) / zd;
if (d < 0 || d > 1) return NULL;
return Vec3::newTemp(x + xd * d, y + yd * d, z + zd * d);
}
wstring Vec3::toString()
{
static wchar_t buf[128];
swprintf(buf, 128, L"(%f,%f,%f)",x,y,z);
return wstring(buf);
}
Vec3 *Vec3::lerp(Vec3 *v, double a)
{
return Vec3::newTemp(x + (v->x - x) * a, y + (v->y - y) * a, z + (v->z - z) * a);
}
void Vec3::xRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double xx = x;
double yy = y * _cos + z * _sin;
double zz = z * _cos - y * _sin;
x = xx;
y = yy;
z = zz;
}
void Vec3::yRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double xx = x * _cos + z * _sin;
double yy = y;
double zz = z * _cos - x * _sin;
x = xx;
y = yy;
z = zz;
}
void Vec3::zRot(float degs)
{
double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless wasting precision here
double _sin = sin(degs);
double xx = x * _cos + y * _sin;
double yy = y * _cos - x * _sin;
double zz = z;
x = xx;
y = yy;
z = zz;
}
// Returns 0 if this point is within the box
// Otherwise returns the distance to the box
double Vec3::distanceTo(AABB *box)
{
if(box->contains(this)) return 0;
double xd = 0, yd = 0, zd = 0;
if(x < box->x0) xd = box->x0 - x;
else if( x > box->x1) xd = x - box->x1;
if(y < box->y0) yd = box->y0 - y;
else if( y > box->y1) yd = y - box->y1;
if(z < box->z0) zd = box->z0 - z;
else if( z > box->z1) zd = z - box->z1;
return sqrt(xd * xd + yd * yd + zd * zd);
}
Vec3* Vec3::closestPointOnLine(Vec3* p1, Vec3* p2)
{
Vec3* diff = newTemp(x-p1->x, y-p1->y, z-p1->z);
Vec3* dir = newTemp(p2->x-p1->x, p2->y-p1->y, p2->z-p1->z);
float dot1 = diff->dot(dir);
if (dot1 <= 0.0f)
return p1;
float dot2 = dir->dot(dir);
if (dot2 <= dot1)
return p2;
float t=dot1/dot2;
return newTemp(p1->x + t * dir->x, p1->y + t * dir->y, p1->z + t * dir->z);
}
double Vec3::distanceFromLine(Vec3* p1, Vec3* p2)
{
Vec3* closestPoint = closestPointOnLine(p1, p2);
Vec3* diff = newTemp(x-closestPoint->x, y-closestPoint->y, z-closestPoint->z);
return diff->length();
}