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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2024-02-05 17:01:22 +0000
committerGitHub <noreply@github.com>2024-02-05 18:01:22 +0100
commit73262ca616f0623a9715ceac90c17b0da4b320d7 (patch)
tree4624e5eec9329afdee0bfb67ccc64e9a935d4484 /primedev/core/math
parentedf013952ca2d110f190dc8cd16e5529846656e4 (diff)
downloadNorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.tar.gz
NorthstarLauncher-73262ca616f0623a9715ceac90c17b0da4b320d7.zip
Port navmesh debug renderer from primedev (#626)
Adds support for rendering navmeshes in-game using debug overlay Cherry-picked from primedev, originally written by F1F7Y Co-authored-by: F1F7Y <filip.bartos07@proton.me> Co-authored-by: Maya <11448698+RoyalBlue1@users.noreply.github.com>
Diffstat (limited to 'primedev/core/math')
-rw-r--r--primedev/core/math/math_pfns.h7
-rw-r--r--primedev/core/math/vector.h332
-rw-r--r--primedev/core/math/vplane.h106
3 files changed, 421 insertions, 24 deletions
diff --git a/primedev/core/math/math_pfns.h b/primedev/core/math/math_pfns.h
new file mode 100644
index 00000000..4dca9806
--- /dev/null
+++ b/primedev/core/math/math_pfns.h
@@ -0,0 +1,7 @@
+#pragma once
+
+inline float FastSqrt(float x)
+{
+ __m128 root = _mm_sqrt_ss(_mm_load_ss(&x));
+ return *(reinterpret_cast<float*>(&root));
+}
diff --git a/primedev/core/math/vector.h b/primedev/core/math/vector.h
index 8684908f..e62f2c93 100644
--- a/primedev/core/math/vector.h
+++ b/primedev/core/math/vector.h
@@ -1,47 +1,331 @@
+#pragma once
+
+#include "bits.h"
+#include "math_pfns.h"
+
#include <cmath>
-#pragma once
+#define DEG2RAD(a) (a) * (3.14159265358979323846f / 180.0f)
+#define RAD2DEG(a) (a) * (180.0f / 3.14159265358979323846f)
-union Vector3
+class Vector3
{
- struct
+public:
+ float x, y, z;
+
+ Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
+ Vector3(float _f) : x(_f), y(_f), z(_f) {}
+ Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
+
+ inline bool IsValid()
{
- float x;
- float y;
- float z;
- };
+ return IsFinite(x) && IsFinite(y) && IsFinite(z);
+ }
- float raw[3];
+ inline void Init(float fX = 0.0f, float fY = 0.0f, float fZ = 0.0f)
+ {
+ x = fX;
+ y = fY;
+ z = fZ;
+ }
- void MakeValid()
+ inline float Length()
{
- for (auto& fl : raw)
- if (std::isnan(fl))
- fl = 0;
+ return FastSqrt(x * x + y * y + z * z);
}
- // todo: more operators maybe
- bool operator==(const Vector3& other)
+ inline float DistTo(const Vector3& vOther)
{
- return x == other.x && y == other.y && z == other.z;
+ Vector3 vDelta;
+ vDelta.x = vOther.x - x;
+ vDelta.y = vOther.y - y;
+ vDelta.z = vOther.z - z;
+
+ return vDelta.Length();
+ }
+
+ float Dot(const Vector3& vOther) const
+ {
+ return x * vOther.x + y * vOther.y + z * vOther.z;
}
+
+ // Cross product between two vectors.
+ Vector3 Cross(const Vector3& vOther) const;
+
+ void Normalize();
+
+ bool operator==(const Vector3& v) const;
+ bool operator!=(const Vector3& v) const;
+
+ FORCEINLINE Vector3& operator+=(const Vector3& v);
+ FORCEINLINE Vector3& operator-=(const Vector3& v);
+ FORCEINLINE Vector3& operator*=(const Vector3& v);
+ FORCEINLINE Vector3& operator*=(float s);
+ FORCEINLINE Vector3& operator/=(const Vector3& v);
+ FORCEINLINE Vector3& operator/=(float s);
+ FORCEINLINE Vector3& operator+=(float fl); ///< broadcast add
+ FORCEINLINE Vector3& operator-=(float fl);
+
+ // arithmetic operations
+ Vector3 operator-(void) const;
+
+ Vector3 operator+(const Vector3& v) const;
+ Vector3 operator-(const Vector3& v) const;
+ Vector3 operator*(const Vector3& v) const;
+ Vector3 operator/(const Vector3& v) const;
+ Vector3 operator*(float fl) const;
+ Vector3 operator/(float fl) const;
};
-union QAngle
+FORCEINLINE void VectorAdd(const Vector3& a, const Vector3& b, Vector3& result);
+FORCEINLINE void VectorSubtract(const Vector3& a, const Vector3& b, Vector3& result);
+FORCEINLINE void VectorMultiply(const Vector3& a, float b, Vector3& result);
+FORCEINLINE void VectorMultiply(const Vector3& a, const Vector3& b, Vector3& result);
+FORCEINLINE void VectorDivide(const Vector3& a, float b, Vector3& result);
+FORCEINLINE void VectorDivide(const Vector3& a, const Vector3& b, Vector3& result);
+
+inline bool Vector3::operator==(const Vector3& src) const
+{
+ return (src.x == x) && (src.y == y) && (src.z == z);
+}
+
+inline bool Vector3::operator!=(const Vector3& src) const
+{
+ return (src.x != x) || (src.y != y) || (src.z != z);
+}
+
+FORCEINLINE Vector3& Vector3::operator+=(const Vector3& v)
+{
+ x += v.x;
+ y += v.y;
+ z += v.z;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator-=(const Vector3& v)
+{
+ x -= v.x;
+ y -= v.y;
+ z -= v.z;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator*=(float fl)
+{
+ x *= fl;
+ y *= fl;
+ z *= fl;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator*=(const Vector3& v)
+{
+ x *= v.x;
+ y *= v.y;
+ z *= v.z;
+ return *this;
+}
+
+// this ought to be an opcode.
+FORCEINLINE Vector3& Vector3::operator+=(float fl)
+{
+ x += fl;
+ y += fl;
+ z += fl;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator-=(float fl)
+{
+ x -= fl;
+ y -= fl;
+ z -= fl;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator/=(float fl)
+{
+ float oofl = 1.0f / fl;
+ x *= oofl;
+ y *= oofl;
+ z *= oofl;
+ return *this;
+}
+
+FORCEINLINE Vector3& Vector3::operator/=(const Vector3& v)
+{
+ x /= v.x;
+ y /= v.y;
+ z /= v.z;
+ return *this;
+}
+
+inline Vector3 Vector3::operator-(void) const
+{
+ return Vector3(-x, -y, -z);
+}
+
+inline Vector3 Vector3::operator+(const Vector3& v) const
{
- struct
+ Vector3 res;
+ VectorAdd(*this, v, res);
+ return res;
+}
+
+inline Vector3 Vector3::operator-(const Vector3& v) const
+{
+ Vector3 res;
+ VectorSubtract(*this, v, res);
+ return res;
+}
+
+inline Vector3 Vector3::operator*(float fl) const
+{
+ Vector3 res;
+ VectorMultiply(*this, fl, res);
+ return res;
+}
+
+inline Vector3 Vector3::operator*(const Vector3& v) const
+{
+ Vector3 res;
+ VectorMultiply(*this, v, res);
+ return res;
+}
+
+inline Vector3 Vector3::operator/(float fl) const
+{
+ Vector3 res;
+ VectorDivide(*this, fl, res);
+ return res;
+}
+
+inline Vector3 Vector3::operator/(const Vector3& v) const
+{
+ Vector3 res;
+ VectorDivide(*this, v, res);
+ return res;
+}
+
+inline Vector3 operator*(float fl, const Vector3& v)
+{
+ return v * fl;
+}
+
+inline Vector3 Vector3::Cross(const Vector3& vOther) const
+{
+ return Vector3(y * vOther.z - z * vOther.y, z * vOther.x - x * vOther.z, x * vOther.y - y * vOther.x);
+}
+
+inline void Vector3::Normalize()
+{
+ float fLen = Length();
+ x /= fLen;
+ y /= fLen;
+ z /= fLen;
+}
+
+inline Vector3 StringToVector(char* pString)
+{
+ Vector3 vRet;
+
+ int length = 0;
+ while (pString[length])
{
- float x;
- float y;
- float z;
- float w;
- };
+ if ((pString[length] == '<') || (pString[length] == '>'))
+ pString[length] = '\0';
+ length++;
+ }
+
+ int startOfFloat = 1;
+ int currentIndex = 1;
+
+ while (pString[currentIndex] && (pString[currentIndex] != ','))
+ currentIndex++;
+ pString[currentIndex] = '\0';
+ vRet.x = std::stof(&pString[startOfFloat]);
+ startOfFloat = ++currentIndex;
- float raw[4];
+ while (pString[currentIndex] && (pString[currentIndex] != ','))
+ currentIndex++;
+ pString[currentIndex] = '\0';
+ vRet.y = std::stof(&pString[startOfFloat]);
+ startOfFloat = ++currentIndex;
+
+ while (pString[currentIndex] && (pString[currentIndex] != ','))
+ currentIndex++;
+ pString[currentIndex] = '\0';
+ vRet.z = std::stof(&pString[startOfFloat]);
+ startOfFloat = ++currentIndex;
+
+ return vRet;
+}
+
+FORCEINLINE void VectorAdd(const Vector3& a, const Vector3& b, Vector3& c)
+{
+ c.x = a.x + b.x;
+ c.y = a.y + b.y;
+ c.z = a.z + b.z;
+}
+
+FORCEINLINE void VectorSubtract(const Vector3& a, const Vector3& b, Vector3& c)
+{
+ c.x = a.x - b.x;
+ c.y = a.y - b.y;
+ c.z = a.z - b.z;
+}
+
+FORCEINLINE void VectorMultiply(const Vector3& a, float b, Vector3& c)
+{
+ c.x = a.x * b;
+ c.y = a.y * b;
+ c.z = a.z * b;
+}
+
+FORCEINLINE void VectorMultiply(const Vector3& a, const Vector3& b, Vector3& c)
+{
+ c.x = a.x * b.x;
+ c.y = a.y * b.y;
+ c.z = a.z * b.z;
+}
+
+FORCEINLINE void VectorDivide(const Vector3& a, float b, Vector3& c)
+{
+ float oob = 1.0f / b;
+ c.x = a.x * oob;
+ c.y = a.y * oob;
+ c.z = a.z * oob;
+}
+
+FORCEINLINE void VectorDivide(const Vector3& a, const Vector3& b, Vector3& c)
+{
+ c.x = a.x / b.x;
+ c.y = a.y / b.y;
+ c.z = a.z / b.z;
+}
+
+class QAngle
+{
+public:
+ float x;
+ float y;
+ float z;
+
+ QAngle(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
+ QAngle(float _f) : x(_f), y(_f), z(_f) {}
+ QAngle() : x(0.0f), y(0.0f), z(0.0f) {}
+
+ Vector3 GetNormal() const;
// todo: more operators maybe
bool operator==(const QAngle& other)
{
- return x == other.x && y == other.y && z == other.z && w == other.w;
+ return x == other.x && y == other.y && z == other.z;
}
};
+
+inline Vector3 QAngle::GetNormal() const
+{
+ Vector3 ret(cos(DEG2RAD(y)), sin(DEG2RAD(y)), -sin(DEG2RAD(x)));
+ return ret;
+}
diff --git a/primedev/core/math/vplane.h b/primedev/core/math/vplane.h
new file mode 100644
index 00000000..8b8de423
--- /dev/null
+++ b/primedev/core/math/vplane.h
@@ -0,0 +1,106 @@
+#pragma once
+
+typedef int SideType;
+
+// Used to represent sides of things like planes.
+#define SIDE_FRONT 0
+#define SIDE_BACK 1
+#define SIDE_ON 2
+
+#define VP_EPSILON 0.01f
+
+class VPlane
+{
+public:
+ VPlane();
+ VPlane(const Vector3& vNormal, float dist);
+ VPlane(const Vector3& vPoint, const QAngle& ang);
+
+ void Init(const Vector3& vNormal, float dist);
+
+ // Return the distance from the point to the plane.
+ float DistTo(const Vector3& vVec) const;
+
+ // Copy.
+ VPlane& operator=(const VPlane& thePlane);
+
+ // Returns SIDE_ON, SIDE_FRONT, or SIDE_BACK.
+ // The epsilon for SIDE_ON can be passed in.
+ SideType GetPointSide(const Vector3& vPoint, float sideEpsilon = VP_EPSILON) const;
+
+ // Returns SIDE_FRONT or SIDE_BACK.
+ SideType GetPointSideExact(const Vector3& vPoint) const;
+
+ // Get a point on the plane (normal*dist).
+ Vector3 GetPointOnPlane() const;
+
+ // Snap the specified point to the plane (along the plane's normal).
+ Vector3 SnapPointToPlane(const Vector3& vPoint) const;
+
+public:
+ Vector3 m_Normal;
+ float m_Dist;
+};
+
+//-----------------------------------------------------------------------------
+// Inlines.
+//-----------------------------------------------------------------------------
+inline VPlane::VPlane() {}
+
+inline VPlane::VPlane(const Vector3& vNormal, float dist)
+{
+ m_Normal = vNormal;
+ m_Dist = dist;
+}
+
+inline VPlane::VPlane(const Vector3& vPoint, const QAngle& ang)
+{
+ m_Normal = ang.GetNormal();
+ m_Dist = vPoint.x * m_Normal.x + vPoint.y * m_Normal.y + vPoint.z * m_Normal.z;
+}
+
+inline void VPlane::Init(const Vector3& vNormal, float dist)
+{
+ m_Normal = vNormal;
+ m_Dist = dist;
+}
+
+inline float VPlane::DistTo(const Vector3& vVec) const
+{
+ return vVec.Dot(m_Normal) - m_Dist;
+}
+
+inline VPlane& VPlane::operator=(const VPlane& thePlane)
+{
+ m_Normal = thePlane.m_Normal;
+ m_Dist = thePlane.m_Dist;
+ return *this;
+}
+
+inline Vector3 VPlane::GetPointOnPlane() const
+{
+ return m_Normal * m_Dist;
+}
+
+inline Vector3 VPlane::SnapPointToPlane(const Vector3& vPoint) const
+{
+ return vPoint - m_Normal * DistTo(vPoint);
+}
+
+inline SideType VPlane::GetPointSide(const Vector3& vPoint, float sideEpsilon) const
+{
+ float fDist;
+
+ fDist = DistTo(vPoint);
+ if (fDist >= sideEpsilon)
+ return SIDE_FRONT;
+ else if (fDist <= -sideEpsilon)
+ return SIDE_BACK;
+ else
+ return SIDE_ON;
+}
+
+inline SideType VPlane::GetPointSideExact(const Vector3& vPoint) const
+{
+ return DistTo(vPoint) > 0.0f ? SIDE_FRONT : SIDE_BACK;
+}