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@ -30,7 +30,6 @@
@@ -30,7 +30,6 @@
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// FP exception clean so this not a turnkey operation.
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//#define FP_EXCEPTIONS_ENABLED
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#ifdef FP_EXCEPTIONS_ENABLED |
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#include <float.h> // For _clearfp and _controlfp_s |
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#endif |
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@ -93,37 +92,11 @@ private:
@@ -93,37 +92,11 @@ private:
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FPExceptionEnabler& operator=(const FPExceptionEnabler&); |
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}; |
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#ifdef DEBUG // stop crashing edit-and-continue
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FORCEINLINE float clamp( float val, float minVal, float maxVal ) |
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{ |
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if ( maxVal < minVal ) |
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return maxVal; |
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else if( val < minVal ) |
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return minVal; |
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else if( val > maxVal ) |
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return maxVal; |
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else |
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return val; |
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} |
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#else // DEBUG
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FORCEINLINE float clamp( float val, float minVal, float maxVal ) |
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inline float clamp( const float val, const float minVal, const float maxVal ) |
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{ |
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#if defined(__i386__) || defined(_M_IX86) |
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_mm_store_ss( &val, |
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_mm_min_ss( |
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_mm_max_ss( |
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_mm_load_ss(&val), |
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_mm_load_ss(&minVal) ), |
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_mm_load_ss(&maxVal) ) ); |
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#else |
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val = fpmax(minVal, val); |
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val = fpmin(maxVal, val); |
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#endif |
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return val; |
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const float t = val < minVal ? minVal : val; |
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return t > maxVal ? maxVal : t; |
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} |
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#endif // DEBUG
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//
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// Returns a clamped value in the range [min, max].
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@ -131,17 +104,10 @@ FORCEINLINE float clamp( float val, float minVal, float maxVal )
@@ -131,17 +104,10 @@ FORCEINLINE float clamp( float val, float minVal, float maxVal )
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template< class T > |
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inline T clamp( T const &val, T const &minVal, T const &maxVal ) |
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{ |
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if ( maxVal < minVal ) |
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return maxVal; |
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else if( val < minVal ) |
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return minVal; |
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else if( val > maxVal ) |
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return maxVal; |
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else |
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return val; |
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const T t = val< minVal ? minVal : val; |
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return t > maxVal ? maxVal : t; |
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} |
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// plane_t structure
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// !!! if this is changed, it must be changed in asm code too !!!
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// FIXME: does the asm code even exist anymore?
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@ -237,8 +203,8 @@ bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs, const Frustum_t
@@ -237,8 +203,8 @@ bool R_CullBoxSkipNear( const Vector& mins, const Vector& maxs, const Frustum_t
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struct matrix3x4_t |
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{ |
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matrix3x4_t() = default; |
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matrix3x4_t( |
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inline matrix3x4_t() = default; |
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inline matrix3x4_t( |
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float m00, float m01, float m02, float m03, |
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float m10, float m11, float m12, float m13, |
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float m20, float m21, float m22, float m23 ) |
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@ -252,7 +218,7 @@ struct matrix3x4_t
@@ -252,7 +218,7 @@ struct matrix3x4_t
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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//-----------------------------------------------------------------------------
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void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin ) |
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inline void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin ) |
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{ |
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m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x; |
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m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y; |
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@ -263,26 +229,23 @@ struct matrix3x4_t
@@ -263,26 +229,23 @@ struct matrix3x4_t
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// Creates a matrix where the X axis = forward
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// the Y axis = left, and the Z axis = up
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//-----------------------------------------------------------------------------
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matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin ) |
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inline matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin ) |
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{ |
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Init( xAxis, yAxis, zAxis, vecOrigin ); |
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} |
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inline void Invalidate( void ) |
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{ |
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for (int i = 0; i < 3; i++) |
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for( int i=0; i < 12; i++ ) |
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{ |
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for (int j = 0; j < 4; j++) |
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{ |
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m_flMatVal[i][j] = VEC_T_NAN; |
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} |
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((float*)m_flMatVal)[i] = VEC_T_NAN; |
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} |
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} |
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float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; } |
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const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; } |
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float *Base() { return &m_flMatVal[0][0]; } |
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const float *Base() const { return &m_flMatVal[0][0]; } |
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inline float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; } |
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inline const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; } |
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inline float *Base() { return &m_flMatVal[0][0]; } |
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inline const float *Base() const { return &m_flMatVal[0][0]; } |
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float m_flMatVal[3][4]; |
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}; |
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@ -565,7 +528,13 @@ void MatrixInvert( const matrix3x4_t &in, matrix3x4_t &out );
@@ -565,7 +528,13 @@ void MatrixInvert( const matrix3x4_t &in, matrix3x4_t &out );
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bool MatricesAreEqual( const matrix3x4_t &src1, const matrix3x4_t &src2, float flTolerance = 1e-5 ); |
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void MatrixGetColumn( const matrix3x4_t &in, int column, Vector &out ); |
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void MatrixSetColumn( const Vector &in, int column, matrix3x4_t &out ); |
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inline void MatrixSetColumn( const Vector &in, int column, matrix3x4_t& out ) |
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{ |
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out[0][column] = in.x; |
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out[1][column] = in.y; |
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out[2][column] = in.z; |
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} |
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inline void MatrixGetTranslation( const matrix3x4_t &in, Vector &out ) |
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{ |
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@ -1079,7 +1048,19 @@ void VectorYawRotate( const Vector& in, float flYaw, Vector &out);
@@ -1079,7 +1048,19 @@ void VectorYawRotate( const Vector& in, float flYaw, Vector &out);
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// 0 1
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//
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// With a biasAmt of 0.5, Bias returns X.
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float Bias( float x, float biasAmt ); |
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inline float Bias( float x, float biasAmt ) |
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{ |
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// WARNING: not thread safe
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static float lastAmt = -1; |
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static float lastExponent = 0; |
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if( lastAmt != biasAmt ) |
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{ |
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lastExponent = log( biasAmt ) * -1.4427f; // (-1.4427 = 1 / log(0.5))
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} |
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float fRet = pow( x, lastExponent ); |
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Assert ( !IS_NAN( fRet ) ); |
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return fRet; |
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} |
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// Gain is similar to Bias, but biasAmt biases towards or away from 0.5.
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@ -1111,9 +1092,14 @@ float Bias( float x, float biasAmt );
@@ -1111,9 +1092,14 @@ float Bias( float x, float biasAmt );
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// |*****
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// |___________________
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// 0 1
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float Gain( float x, float biasAmt ); |
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inline float Gain( float x, float biasAmt ) |
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{ |
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// WARNING: not thread safe
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if( x < 0.5 ) |
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return 0.5f * Bias( 2*x, 1-biasAmt ); |
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else |
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return 1 - 0.5f * Bias( 2 - 2*x, 1-biasAmt ); |
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} |
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// SmoothCurve maps a 0-1 value into another 0-1 value based on a cosine wave
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// where the derivatives of the function at 0 and 1 (and 0.5) are 0. This is useful for
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// any fadein/fadeout effect where it should start and end smoothly.
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