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