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Vector.h
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Vector.h
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#ifndef _VECTORZ_H
#define _VECTORZ_H
#define CHECK_VALID( _v ) 0
#define Assert( _exp ) ((void)0)
#define rad(a) a * 0.01745329251
#define deg(a) a * 57.295779513082
#include <Windows.h>
#include <math.h>
#include <emmintrin.h>
#include <xmmintrin.h>
inline void SinCosX(const float rad, float &sin, float &cos)
{
const __m128 _ps_fopi = _mm_set_ss(1.27323954473516f);
const __m128 _ps_0p5 = _mm_set_ss(0.5f);
const __m128 _ps_1 = _mm_set_ss(1.0f);
const __m128 _ps_dp1 = _mm_set_ss(-0.7851562f);
const __m128 _ps_dp2 = _mm_set_ss(-2.4187564849853515625e-4f);
const __m128 _ps_dp3 = _mm_set_ss(-3.77489497744594108e-8f);
const __m128 _ps_sincof_p0 = _mm_set_ss(2.443315711809948e-5f);
const __m128 _ps_sincof_p1 = _mm_set_ss(8.3321608736e-3f);
const __m128 _ps_sincof_p2 = _mm_set_ss(-1.6666654611e-1f);
const __m128 _ps_coscof_p0 = _mm_set_ss(2.443315711809948e-5f);
const __m128 _ps_coscof_p1 = _mm_set_ss(-1.388731625493765e-3f);
const __m128 _ps_coscof_p2 = _mm_set_ss(4.166664568298827e-2f);
const __m128i _pi32_1 = _mm_set1_epi32(1);
const __m128i _pi32_i1 = _mm_set1_epi32(~1);
const __m128i _pi32_2 = _mm_set1_epi32(2);
const __m128i _pi32_4 = _mm_set1_epi32(4);
const __m128 _mask_sign_raw = *(__m128*)&_mm_set1_epi32(0x80000000);
const __m128 _mask_sign_inv = *(__m128*)&_mm_set1_epi32(~0x80000000);
__m128 xmm3 = _mm_setzero_ps();
__m128i emm0, emm2, emm4;
__m128 sign_bit_cos, sign_bit_sin;
__m128 x, y, z;
__m128 y1, y2;
__m128 a = _mm_set_ss(rad);
x = _mm_and_ps(a, _mask_sign_inv);
y = _mm_mul_ps(x, _ps_fopi);
emm2 = _mm_cvtps_epi32(y);
emm2 = _mm_add_epi32(emm2, _pi32_1);
emm2 = _mm_and_si128(emm2, _pi32_i1);
y = _mm_cvtepi32_ps(emm2);
emm4 = emm2;
emm0 = _mm_and_si128(emm2, _pi32_4);
emm0 = _mm_slli_epi32(emm0, 29);
__m128 swap_sign_bit_sin = _mm_castsi128_ps(emm0);
emm2 = _mm_and_si128(emm2, _pi32_2);
emm2 = _mm_cmpeq_epi32(emm2, _mm_setzero_si128());
__m128 poly_mask = _mm_castsi128_ps(emm2);
x = _mm_add_ps(x, _mm_mul_ps(y, _ps_dp1));
x = _mm_add_ps(x, _mm_mul_ps(y, _ps_dp2));
x = _mm_add_ps(x, _mm_mul_ps(y, _ps_dp3));
emm4 = _mm_sub_epi32(emm4, _pi32_2);
emm4 = _mm_andnot_si128(emm4, _pi32_4);
emm4 = _mm_slli_epi32(emm4, 29);
sign_bit_cos = _mm_castsi128_ps(emm4);
sign_bit_sin = _mm_xor_ps(_mm_and_ps(a, _mask_sign_raw), swap_sign_bit_sin);
z = _mm_mul_ps(x, x);
y1 = _mm_mul_ps(_ps_coscof_p0, z);
y1 = _mm_add_ps(y1, _ps_coscof_p1);
y1 = _mm_mul_ps(y1, z);
y1 = _mm_add_ps(y1, _ps_coscof_p2);
y1 = _mm_mul_ps(y1, z);
y1 = _mm_mul_ps(y1, z);
y1 = _mm_sub_ps(y1, _mm_mul_ps(z, _ps_0p5));
y1 = _mm_add_ps(y1, _ps_1);
y2 = _mm_mul_ps(_ps_sincof_p0, z);
y2 = _mm_add_ps(y2, _ps_sincof_p1);
y2 = _mm_mul_ps(y2, z);
y2 = _mm_add_ps(y2, _ps_sincof_p2);
y2 = _mm_mul_ps(y2, z);
y2 = _mm_mul_ps(y2, x);
y2 = _mm_add_ps(y2, x);
xmm3 = poly_mask;
__m128 ysin2 = _mm_and_ps(xmm3, y2);
__m128 ysin1 = _mm_andnot_ps(xmm3, y1);
sin = _mm_cvtss_f32(_mm_xor_ps(_mm_add_ps(ysin1, ysin2), sign_bit_sin));
cos = _mm_cvtss_f32(_mm_xor_ps(_mm_add_ps(_mm_sub_ps(y1, ysin1), _mm_sub_ps(y2, ysin2)), sign_bit_cos));
}
// from the leaked sdk
#define FORCEINLINE __forceinline
typedef float vec_t;
inline vec_t BitsToFloat(unsigned long i)
{
return *reinterpret_cast<vec_t*>(&i);
}
inline float sqrt2(float sqr)
{
float root = 0;
__asm
{
sqrtss xmm0, sqr
movss root, xmm0
}
return root;
}
#define FLOAT32_NAN_BITS (unsigned long)0x7FC00000
#define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS )
#define VEC_T_NAN FLOAT32_NAN
class Vector
{
public:
vec_t x, y, z;
Vector(void);
Vector(vec_t X, vec_t Y, vec_t Z);
explicit Vector(vec_t XYZ);
void Init(vec_t ix = 0.0f, vec_t iy = 0.0f, vec_t iz = 0.0f);
bool IsValid() const;
void Invalidate();
vec_t operator[](int i) const;
vec_t& operator[](int i);
vec_t* Base();
vec_t const* Base() const;
inline void Zero();
bool operator==(const Vector& v) const;
bool operator!=(const Vector& v) const;
bool operator!() { return !x && !y && !z; }
FORCEINLINE Vector& operator+=(const Vector& v);
FORCEINLINE Vector& operator-=(const Vector& v);
FORCEINLINE Vector& operator*=(const Vector& v);
FORCEINLINE Vector& operator*=(float s);
FORCEINLINE Vector& operator/=(const Vector& v);
FORCEINLINE Vector& operator/=(float s);
FORCEINLINE Vector& operator+=(float fl);
FORCEINLINE Vector& operator-=(float fl);
inline float Long() { return sqrt2(x*x + y*y + z*z); }
void Negate();
inline vec_t Length() const;
inline Vector Angle(Vector* up = 0)
{
if (!x && !y)
return Vector(0, 0, 0);
float roll = 0;
if (up)
{
Vector left = (*up).Cross(*this);
roll = deg(atan2f(left.z, (left.y * x) - (left.x * y)));
}
return Vector(deg(atan2f(-z, sqrtf(x*x + y*y))), deg(atan2f(y, x)), roll);
}
inline Vector Forward()
{
float cp, cy, sp, sy;
SinCosX(rad(x), sp, cp);
SinCosX(rad(y), sy, cy);
return Vector(cp*cy, cp*sy, -sp);
}
FORCEINLINE vec_t LengthSqr(void) const
{
return (x * x + y * y + z * z);
}
bool IsZero(float tolerance = 0.01f) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance);
}
float Vector::Size()
{
return sqrt(pow(x, 2) + pow(y, 2) + pow(z, 2));
}
vec_t NormalizeInPlace();
Vector Normalized() const;
bool IsLengthGreaterThan(float val) const;
bool IsLengthLessThan(float val) const;
FORCEINLINE bool WithinAABox(Vector const &boxmin, Vector const &boxmax);
vec_t DistTo(const Vector& vOther) const;
FORCEINLINE vec_t DistToSqr(const Vector& vOther) const
{
Vector delta;
delta.x = x - vOther.x;
delta.y = y - vOther.y;
delta.z = z - vOther.z;
return delta.LengthSqr();
}
void CopyToArray(float* rgfl) const;
void MulAdd(const Vector& a, const Vector& b, float scalar);
vec_t Dot(const Vector& vOther) const;
Vector& operator=(const Vector& vOther);
vec_t Length2D(void) const;
vec_t Length2DSqr(void) const;
Vector operator-(void) const;
Vector operator+(const Vector& v) const;
Vector operator-(const Vector& v) const;
Vector operator*(const Vector& v) const;
Vector operator/(const Vector& v) const;
Vector operator*(float fl) const;
Vector operator/(float fl) const;
Vector Cross(const Vector& vOther) const;
Vector Min(const Vector& vOther) const;
Vector Max(const Vector& vOther) const;
};
using QAngle = Vector;
FORCEINLINE Vector ReplicateToVector(float x)
{
return Vector(x, x, x);
}
inline Vector::Vector(void)
{
}
inline Vector::Vector(vec_t X, vec_t Y, vec_t Z)
{
x = X; y = Y; z = Z;
}
inline Vector::Vector(vec_t XYZ)
{
x = y = z = XYZ;
}
inline void Vector::Init(vec_t ix, vec_t iy, vec_t iz)
{
x = ix; y = iy; z = iz;
}
inline void Vector::Zero()
{
x = y = z = 0.0f;
}
inline void VectorClear(Vector& a)
{
a.x = a.y = a.z = 0.0f;
}
inline Vector& Vector::operator=(const Vector& vOther)
{
x = vOther.x; y = vOther.y; z = vOther.z;
return *this;
}
inline vec_t& Vector::operator[](int i)
{
return ((vec_t*)this)[i];
}
inline vec_t Vector::operator[](int i) const
{
return ((vec_t*)this)[i];
}
inline vec_t* Vector::Base()
{
return (vec_t*)this;
}
inline vec_t const* Vector::Base() const
{
return (vec_t const*)this;
}
inline bool Vector::IsValid() const
{
return (x == x && y == y && z == z);
}
inline void Vector::Invalidate()
{
x = y = z = VEC_T_NAN;
}
inline bool Vector::operator==(const Vector& src) const
{
return (src.x == x) && (src.y == y) && (src.z == z);
}
inline bool Vector::operator!=(const Vector& src) const
{
return (src.x != x) || (src.y != y) || (src.z != z);
}
FORCEINLINE void VectorCopy(const Vector& src, Vector& dst)
{
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
}
inline void Vector::CopyToArray(float* rgfl) const
{
rgfl[0] = x; rgfl[1] = y; rgfl[2] = z;
}
inline void Vector::Negate()
{
x = -x; y = -y; z = -z;
}
FORCEINLINE Vector& Vector::operator+=(const Vector& v)
{
x += v.x; y += v.y; z += v.z;
return *this;
}
FORCEINLINE Vector& Vector::operator-=(const Vector& v)
{
x -= v.x; y -= v.y; z -= v.z;
return *this;
}
FORCEINLINE Vector& Vector::operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
return *this;
}
FORCEINLINE Vector& Vector::operator*=(const Vector& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
FORCEINLINE Vector& Vector::operator+=(float fl)
{
x += fl;
y += fl;
z += fl;
return *this;
}
FORCEINLINE Vector& Vector::operator-=(float fl)
{
x -= fl;
y -= fl;
z -= fl;
return *this;
}
FORCEINLINE Vector& Vector::operator/=(float fl)
{
float oofl = 1.0f / fl;
x *= oofl;
y *= oofl;
z *= oofl;
return *this;
}
FORCEINLINE Vector& Vector::operator/=(const Vector& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
FORCEINLINE void VectorAdd(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
}
FORCEINLINE void VectorSubtract(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
}
FORCEINLINE void VectorMultiply(const Vector& a, vec_t b, Vector& c)
{
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;
}
FORCEINLINE void VectorMultiply(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
}
inline void VectorScale(const Vector& in, vec_t scale, Vector& result)
{
VectorMultiply(in, scale, result);
}
FORCEINLINE void VectorDivide(const Vector& a, vec_t b, Vector& c)
{
vec_t oob = 1.0f / b;
c.x = a.x * oob;
c.y = a.y * oob;
c.z = a.z * oob;
}
FORCEINLINE void VectorDivide(const Vector& a, const Vector& b, Vector& c)
{
c.x = a.x / b.x;
c.y = a.y / b.y;
c.z = a.z / b.z;
}
inline void Vector::MulAdd(const Vector& a, const Vector& b, float scalar)
{
x = a.x + b.x * scalar;
y = a.y + b.y * scalar;
z = a.z + b.z * scalar;
}
inline void VectorLerp(const Vector& src1, const Vector& src2, vec_t t, Vector& dest)
{
dest.x = src1.x + (src2.x - src1.x) * t;
dest.y = src1.y + (src2.y - src1.y) * t;
dest.z = src1.z + (src2.z - src1.z) * t;
}
FORCEINLINE vec_t DotProduct(const Vector& a, const Vector& b)
{
return (a.x * b.x + a.y * b.y + a.z * b.z);
}
inline vec_t Vector::Dot(const Vector& vOther) const
{
return DotProduct(*this, vOther);
}
inline void CrossProduct(const Vector& a, const Vector& b, Vector& result)
{
result.x = a.y * b.z - a.z * b.y;
result.y = a.z * b.x - a.x * b.z;
result.z = a.x * b.y - a.y * b.x;
}
//inline vec_t DotProductAbs(const Vector& v0, const Vector& v1)
//{
// return abs(v0.x * v1.x) + abs(v0.y * v1.y) + abs(v0.z * v1.z);
//}
inline vec_t VectorLength(const Vector& v)
{
return (vec_t)sqrt(v.x * v.x + v.y * v.y + v.z * v.z);
}
inline vec_t Vector::Length(void) const
{
return VectorLength(*this);
}
inline vec_t VectorNormalize(Vector& v)
{
vec_t l = v.Length();
if (l != 0.0f)
{
v /= l;
}
else
{
v.x = v.y = 0.0f; v.z = 1.0f;
}
return l;
}
FORCEINLINE float VectorNormalizer(float * v)
{
return VectorNormalize(*(reinterpret_cast<Vector *>(v)));
}
inline vec_t Vector::NormalizeInPlace()
{
return VectorNormalize(*this);
}
bool Vector::WithinAABox(Vector const &boxmin, Vector const &boxmax)
{
return (
(x >= boxmin.x) && (x <= boxmax.x) &&
(y >= boxmin.y) && (y <= boxmax.y) &&
(z >= boxmin.z) && (z <= boxmax.z)
);
}
inline vec_t Vector::DistTo(const Vector& vOther) const
{
Vector delta;
VectorSubtract(*this, vOther, delta);
return delta.Length();
}
inline Vector Vector::Min(const Vector& vOther) const
{
return Vector(x < vOther.x ? x : vOther.x,
y < vOther.y ? y : vOther.y,
z < vOther.z ? z : vOther.z);
}
inline Vector Vector::Max(const Vector& vOther) const
{
return Vector(x > vOther.x ? x : vOther.x,
y > vOther.y ? y : vOther.y,
z > vOther.z ? z : vOther.z);
}
inline Vector Vector::operator-(void) const
{
return Vector(-x, -y, -z);
}
inline Vector Vector::operator+(const Vector& v) const
{
Vector res;
VectorAdd(*this, v, res);
return res;
}
inline Vector Vector::operator-(const Vector& v) const
{
Vector res;
VectorSubtract(*this, v, res);
return res;
}
inline Vector Vector::operator*(float fl) const
{
Vector res;
VectorMultiply(*this, fl, res);
return res;
}
inline Vector Vector::operator*(const Vector& v) const
{
Vector res;
VectorMultiply(*this, v, res);
return res;
}
inline Vector Vector::operator/(float fl) const
{
Vector res;
VectorDivide(*this, fl, res);
return res;
}
inline Vector Vector::operator/(const Vector& v) const
{
Vector res;
VectorDivide(*this, v, res);
return res;
}
inline Vector operator*(float fl, const Vector& v)
{
return v * fl;
}
inline Vector Vector::Cross(const Vector& vOther) const
{
Vector res;
CrossProduct(*this, vOther, res);
return res;
}
inline vec_t Vector::Length2D(void) const
{
return (vec_t)::sqrtf(x * x + y * y);
}
inline vec_t Vector::Length2DSqr(void) const
{
return (x * x + y * y);
}
inline Vector CrossProduct(const Vector& a, const Vector& b)
{
return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
inline void VectorMin(const Vector& a, const Vector& b, Vector& result)
{
result.x = min(a.x, b.x);
result.y = min(a.y, b.y);
result.z = min(a.z, b.z);
}
inline void VectorMax(const Vector& a, const Vector& b, Vector& result)
{
result.x = max(a.x, b.x);
result.y = max(a.y, b.y);
result.z = max(a.z, b.z);
}
class VectorAligned : public Vector
{
public:
VectorAligned()
{
x = y = z = 0.0f;
}
VectorAligned(const Vector& v)
{
x = v.x; y = v.y; z = v.z;
}
float w;
};
#endif // VECTOR_H