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math.cpp
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math.cpp
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#include "includes.h"
void math::AngleMatrix( const ang_t& ang, const vec3_t& pos, matrix3x4_t& out ) {
g_csgo.AngleMatrix( ang, out );
out.SetOrigin( pos );
}
void math::NormalizeAngle( float &angle ) {
float rot;
// bad number.
if( !std::isfinite( angle ) ) {
angle = 0.f;
return;
}
// no need to normalize this angle.
if( angle >= -180.f && angle <= 180.f )
return;
// get amount of rotations needed.
rot = std::round( std::abs( angle / 360.f ) );
// normalize.
angle = ( angle < 0.f ) ? angle + ( 360.f * rot ) : angle - ( 360.f * rot );
}
float math::ApproachAngle( float target, float value, float speed ) {
float delta;
target = AngleMod( target );
value = AngleMod( value );
delta = target - value;
// speed is assumed to be positive.
speed = std::abs( speed );
math::NormalizeAngle( delta );
if( delta > speed )
value += speed;
else if( delta < -speed )
value -= speed;
else
value = target;
return value;
}
void math::VectorAngles( const vec3_t& forward, ang_t& angles, vec3_t *up ) {
vec3_t left;
float len, up_z, pitch, yaw, roll;
// get 2d length.
len = forward.length_2d( );
if( up && len > 0.001f ) {
pitch = rad_to_deg( std::atan2( -forward.z, len ) );
yaw = rad_to_deg( std::atan2( forward.y, forward.x ) );
// get left direction vector using cross product.
left = ( *up ).cross( forward ).normalized( );
// calculate up_z.
up_z = ( left.y * forward.x ) - ( left.x * forward.y );
// calculate roll.
roll = rad_to_deg( std::atan2( left.z, up_z ) );
}
else {
if( len > 0.f ) {
// calculate pitch and yaw.
pitch = rad_to_deg( std::atan2( -forward.z, len ) );
yaw = rad_to_deg( std::atan2( forward.y, forward.x ) );
roll = 0.f;
}
else {
pitch = ( forward.z > 0.f ) ? -90.f : 90.f;
yaw = 0.f;
roll = 0.f;
}
}
// set out angles.
angles = { pitch, yaw, roll };
}
void math::AngleVectors( const ang_t& angles, vec3_t* forward, vec3_t* right, vec3_t* up ) {
float cp = std::cos( deg_to_rad( angles.x ) ), sp = std::sin( deg_to_rad( angles.x ) );
float cy = std::cos( deg_to_rad( angles.y ) ), sy = std::sin( deg_to_rad( angles.y ) );
float cr = std::cos( deg_to_rad( angles.z ) ), sr = std::sin( deg_to_rad( angles.z ) );
if( forward ) {
forward->x = cp * cy;
forward->y = cp * sy;
forward->z = -sp;
}
if( right ) {
right->x = -1.f * sr * sp * cy + -1.f * cr * -sy;
right->y = -1.f * sr * sp * sy + -1.f * cr * cy;
right->z = -1.f * sr * cp;
}
if( up ) {
up->x = cr * sp * cy + -sr * -sy;
up->y = cr * sp * sy + -sr * cy;
up->z = cr * cp;
}
}
float math::GetFOV( const ang_t &view_angles, const vec3_t &start, const vec3_t &end ) {
vec3_t dir, fw;
// get direction and normalize.
dir = ( end - start ).normalized( );
// get the forward direction vector of the view angles.
AngleVectors( view_angles, &fw );
// get the angle between the view angles forward directional vector and the target location.
return std::max( rad_to_deg( std::acos( fw.dot( dir ) ) ), 0.f );
}
void math::VectorTransform( const vec3_t& in, const matrix3x4_t& matrix, vec3_t& out ) {
out = {
in.dot( vec3_t( matrix[ 0 ][ 0 ], matrix[ 0 ][ 1 ], matrix[ 0 ][ 2 ] ) ) + matrix[ 0 ][ 3 ],
in.dot( vec3_t( matrix[ 1 ][ 0 ], matrix[ 1 ][ 1 ], matrix[ 1 ][ 2 ] ) ) + matrix[ 1 ][ 3 ],
in.dot( vec3_t( matrix[ 2 ][ 0 ], matrix[ 2 ][ 1 ], matrix[ 2 ][ 2 ] ) ) + matrix[ 2 ][ 3 ]
};
}
void math::VectorITransform( const vec3_t &in, const matrix3x4_t &matrix, vec3_t &out ) {
vec3_t diff;
diff = {
in.x - matrix[ 0 ][ 3 ],
in.y - matrix[ 1 ][ 3 ],
in.z - matrix[ 2 ][ 3 ]
};
out = {
diff.x * matrix[ 0 ][ 0 ] + diff.y * matrix[ 1 ][ 0 ] + diff.z * matrix[ 2 ][ 0 ],
diff.x * matrix[ 0 ][ 1 ] + diff.y * matrix[ 1 ][ 1 ] + diff.z * matrix[ 2 ][ 1 ],
diff.x * matrix[ 0 ][ 2 ] + diff.y * matrix[ 1 ][ 2 ] + diff.z * matrix[ 2 ][ 2 ]
};
}
void math::MatrixAngles( const matrix3x4_t& matrix, ang_t& angles ) {
vec3_t forward, left, up;
// extract the basis vectors from the matrix. since we only need the z
// component of the up vector, we don't get x and y.
forward = { matrix[ 0 ][ 0 ], matrix[ 1 ][ 0 ], matrix[ 2 ][ 0 ] };
left = { matrix[ 0 ][ 1 ], matrix[ 1 ][ 1 ], matrix[ 2 ][ 1 ] };
up = { 0.f, 0.f, matrix[ 2 ][ 2 ] };
float len = forward.length_2d( );
// enough here to get angles?
if( len > 0.001f ) {
angles.x = rad_to_deg( std::atan2( -forward.z, len ) );
angles.y = rad_to_deg( std::atan2( forward.y, forward.x ) );
angles.z = rad_to_deg( std::atan2( left.z, up.z ) );
}
else {
angles.x = rad_to_deg( std::atan2( -forward.z, len ) );
angles.y = rad_to_deg( std::atan2( -left.x, left.y ) );
angles.z = 0.f;
}
}
void math::MatrixCopy( const matrix3x4_t &in, matrix3x4_t &out ) {
std::memcpy( out.Base( ), in.Base( ), sizeof( matrix3x4_t ) );
}
void math::ConcatTransforms( const matrix3x4_t &in1, const matrix3x4_t &in2, matrix3x4_t &out ) {
if( &in1 == &out ) {
matrix3x4_t in1b;
MatrixCopy( in1, in1b );
ConcatTransforms( in1b, in2, out );
return;
}
if( &in2 == &out ) {
matrix3x4_t in2b;
MatrixCopy( in2, in2b );
ConcatTransforms( in1, in2b, out );
return;
}
out[ 0 ][ 0 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 0 ] + in1[ 0 ][ 2 ] * in2[ 2 ][ 0 ];
out[ 0 ][ 1 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 1 ] + in1[ 0 ][ 2 ] * in2[ 2 ][ 1 ];
out[ 0 ][ 2 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 2 ] + in1[ 0 ][ 2 ] * in2[ 2 ][ 2 ];
out[ 0 ][ 3 ] = in1[ 0 ][ 0 ] * in2[ 0 ][ 3 ] + in1[ 0 ][ 1 ] * in2[ 1 ][ 3 ] + in1[ 0 ][ 2 ] * in2[ 2 ][ 3 ] + in1[ 0 ][ 3 ];
out[ 1 ][ 0 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 0 ] + in1[ 1 ][ 2 ] * in2[ 2 ][ 0 ];
out[ 1 ][ 1 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 1 ] + in1[ 1 ][ 2 ] * in2[ 2 ][ 1 ];
out[ 1 ][ 2 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 2 ] + in1[ 1 ][ 2 ] * in2[ 2 ][ 2 ];
out[ 1 ][ 3 ] = in1[ 1 ][ 0 ] * in2[ 0 ][ 3 ] + in1[ 1 ][ 1 ] * in2[ 1 ][ 3 ] + in1[ 1 ][ 2 ] * in2[ 2 ][ 3 ] + in1[ 1 ][ 3 ];
out[ 2 ][ 0 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 0 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 0 ] + in1[ 2 ][ 2 ] * in2[ 2 ][ 0 ];
out[ 2 ][ 1 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 1 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 1 ] + in1[ 2 ][ 2 ] * in2[ 2 ][ 1 ];
out[ 2 ][ 2 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 2 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 2 ] + in1[ 2 ][ 2 ] * in2[ 2 ][ 2 ];
out[ 2 ][ 3 ] = in1[ 2 ][ 0 ] * in2[ 0 ][ 3 ] + in1[ 2 ][ 1 ] * in2[ 1 ][ 3 ] + in1[ 2 ][ 2 ] * in2[ 2 ][ 3 ] + in1[ 2 ][ 3 ];
}
bool math::IntersectRayWithBox( const vec3_t &start, const vec3_t &delta, const vec3_t &mins, const vec3_t &maxs, float tolerance, BoxTraceInfo_t *out_info ) {
int i;
float d1, d2, f;
for( i = 0; i < 6; ++i ) {
if( i >= 3 ) {
d1 = start[ i - 3 ] - maxs[ i - 3 ];
d2 = d1 + delta[ i - 3 ];
}
else {
d1 = -start[ i ] + mins[ i ];
d2 = d1 - delta[ i ];
}
// if completely in front of face, no intersection.
if( d1 > 0.f && d2 > 0.f ){
out_info->m_startsolid = false;
return false;
}
// completely inside, check next face.
if( d1 <= 0.f && d2 <= 0.f )
continue;
if( d1 > 0.f )
out_info->m_startsolid = false;
// crosses face.
if( d1 > d2 ) {
f = std::max( 0.f, d1 - tolerance );
f = f / ( d1 - d2 );
if( f > out_info->m_t1 ) {
out_info->m_t1 = f;
out_info->m_hitside = i;
}
}
// leave.
else {
f = ( d1 + tolerance ) / ( d1 - d2 );
if( f < out_info->m_t2 )
out_info->m_t2 = f;
}
}
return out_info->m_startsolid || ( out_info->m_t1 < out_info->m_t2 && out_info->m_t1 >= 0.f );
}
bool math::IntersectRayWithBox( const vec3_t &start, const vec3_t &delta, const vec3_t &mins, const vec3_t &maxs, float tolerance, CBaseTrace *out_tr, float *fraction_left_solid ) {
BoxTraceInfo_t box_tr;
// note - dex; this is Collision_ClearTrace.
out_tr->m_startpos = start;
out_tr->m_endpos = start;
out_tr->m_endpos += delta;
out_tr->m_startsolid = false;
out_tr->m_allsolid = false;
out_tr->m_fraction = 1.f;
out_tr->m_contents = 0;
if( IntersectRayWithBox( start, delta, mins, maxs, tolerance, &box_tr ) ) {
out_tr->m_startsolid = box_tr.m_startsolid;
if( box_tr.m_t1 < box_tr.m_t2 && box_tr.m_t1 >= 0.f ){
out_tr->m_fraction = box_tr.m_t1;
// VectorMA( pTrace->startpos, trace.t1, vecRayDelta, pTrace->endpos );
out_tr->m_contents = CONTENTS_SOLID;
out_tr->m_plane.m_normal = vec3_t{};
if( box_tr.m_hitside >= 3 ) {
box_tr.m_hitside -= 3;
out_tr->m_plane.m_dist = maxs[ box_tr.m_hitside ];
out_tr->m_plane.m_normal[ box_tr.m_hitside ] = 1.f;
out_tr->m_plane.m_type = box_tr.m_hitside;
}
else {
out_tr->m_plane.m_dist = -mins[ box_tr.m_hitside ];
out_tr->m_plane.m_normal[ box_tr.m_hitside ] = -1.f;
out_tr->m_plane.m_type = box_tr.m_hitside;
}
return true;
}
if( out_tr->m_startsolid ) {
out_tr->m_allsolid = ( box_tr.m_t2 <= 0.f ) || ( box_tr.m_t2 >= 1.f );
out_tr->m_fraction = 0.f;
if( fraction_left_solid )
*fraction_left_solid = box_tr.m_t2;
out_tr->m_endpos = out_tr->m_startpos;
out_tr->m_contents = CONTENTS_SOLID;
out_tr->m_plane.m_dist = out_tr->m_startpos.x;
out_tr->m_plane.m_normal = { 1.f, 0.f, 0.f };
out_tr->m_plane.m_type = 0;
out_tr->m_startpos = start + ( box_tr.m_t2 * delta );
return true;
}
}
return false;
}
bool math::IntersectRayWithOBB( const vec3_t &start, const vec3_t &delta, const matrix3x4_t &obb_to_world, const vec3_t &mins, const vec3_t &maxs, float tolerance, CBaseTrace *out_tr ) {
vec3_t box_extents, box_center, extent{}, uextent, segment_center, cross, new_start, tmp_end;
float coord, tmp, cextent, sign;
// note - dex; this is Collision_ClearTrace.
out_tr->m_startpos = start;
out_tr->m_endpos = start;
out_tr->m_endpos += delta;
out_tr->m_startsolid = false;
out_tr->m_allsolid = false;
out_tr->m_fraction = 1.f;
out_tr->m_contents = 0;
// compute center in local space and transform to world space.
box_extents = ( mins + maxs ) / 2.f;
VectorTransform( box_extents, obb_to_world, box_center );
// calculate extents from local center.
box_extents = maxs - box_extents;
// save the extents of the ray.
segment_center = start + delta - box_center;
// check box axes for separation.
for( int i = 0; i < 3; ++i ){
extent[ i ] = delta.x * obb_to_world[ 0 ][ i ] + delta.y * obb_to_world[ 1 ][ i ] + delta.z * obb_to_world[ 2 ][ i ];
uextent[ i ] = std::abs( extent[ i ] );
coord = segment_center.x * obb_to_world[ 0 ][ i ] + segment_center.y * obb_to_world[ 1 ][ i ] + segment_center.z * obb_to_world[ 2 ][ i ];
coord = std::abs( coord );
if( coord > ( box_extents[ i ] + uextent[ i ] ) )
return false;
}
// now check cross axes for separation.
cross = delta.cross( segment_center );
cextent = cross.x * obb_to_world[ 0 ][ 0 ] + cross.y * obb_to_world[ 1 ][ 0 ] + cross.z * obb_to_world[ 2 ][ 0 ];
cextent = std::abs( cextent );
tmp = box_extents.y * uextent.z + box_extents.z * uextent.y;
if( cextent > tmp )
return false;
cextent = cross.x * obb_to_world[ 0 ][ 1 ] + cross.y * obb_to_world[ 1 ][ 1 ] + cross.z * obb_to_world[ 2 ][ 1 ];
cextent = std::abs( cextent );
tmp = box_extents.x * uextent.z + box_extents.z * uextent.x;
if( cextent > tmp )
return false;
cextent = cross.x * obb_to_world[ 0 ][ 2 ] + cross.y * obb_to_world[ 1 ][ 2 ] + cross.z * obb_to_world[ 2 ][ 2 ];
cextent = std::abs( cextent );
tmp = box_extents.x * uextent.y + box_extents.y * uextent.x;
if( cextent > tmp )
return false;
// we hit this box, compute intersection point and return.
// compute ray start in bone space.
VectorITransform( start, obb_to_world, new_start );
// extent is ray.m_Delta in bone space, recompute delta in bone space.
extent *= 2.f;
// delta was prescaled by the current t, so no need to see if this intersection is closer.
if( !IntersectRayWithBox( start, extent, mins, maxs, tolerance, out_tr ) )
return false;
// fix up the start/end pos and fraction
VectorTransform( out_tr->m_endpos, obb_to_world, tmp_end );
out_tr->m_endpos = tmp_end;
out_tr->m_startpos = start;
out_tr->m_fraction *= 2.f;
// fix up the plane information
sign = out_tr->m_plane.m_normal[ out_tr->m_plane.m_type ];
out_tr->m_plane.m_normal.x = sign * obb_to_world[ 0 ][ out_tr->m_plane.m_type ];
out_tr->m_plane.m_normal.y = sign * obb_to_world[ 1 ][ out_tr->m_plane.m_type ];
out_tr->m_plane.m_normal.z = sign * obb_to_world[ 2 ][ out_tr->m_plane.m_type ];
out_tr->m_plane.m_dist = out_tr->m_endpos.dot( out_tr->m_plane.m_normal );
out_tr->m_plane.m_type = 3;
return true;
}
bool math::IntersectRayWithOBB( const vec3_t &start, const vec3_t &delta, const vec3_t &box_origin, const ang_t &box_rotation, const vec3_t &mins, const vec3_t &maxs, float tolerance, CBaseTrace *out_tr ) {
// todo - dex; https://github.com/pmrowla/hl2sdk-csgo/blob/master/public/collisionutils.cpp#L1400
return false;
}
bool math::IntersectInfiniteRayWithSphere( const vec3_t &start, const vec3_t &delta, const vec3_t &sphere_center, float radius, float *out_t1, float *out_t2 ) {
vec3_t sphere_to_ray;
float a, b, c, discrim, oo2a;
sphere_to_ray = start - sphere_center;
a = delta.dot( delta );
// this would occur in the case of a zero-length ray.
if( !a ) {
*out_t1 = 0.f;
*out_t2 = 0.f;
return sphere_to_ray.length_sqr( ) <= ( radius * radius );
}
b = 2.f * sphere_to_ray.dot( delta );
c = sphere_to_ray.dot( sphere_to_ray ) - ( radius * radius );
discrim = b * b - 4.f * a * c;
if( discrim < 0.f )
return false;
discrim = std::sqrt( discrim );
oo2a = 0.5f / a;
*out_t1 = ( -b - discrim ) * oo2a;
*out_t2 = ( -b + discrim ) * oo2a;
return true;
}
bool math::IntersectRayWithSphere( const vec3_t &start, const vec3_t &delta, const vec3_t &sphere_center, float radius, float *out_t1, float *out_t2 ) {
if( !IntersectInfiniteRayWithSphere( start, delta, sphere_center, radius, out_t1, out_t2 ) )
return false;
if( *out_t1 > 1.0f || *out_t2 < 0.0f )
return false;
// clamp intersection points.
*out_t1 = std::max( 0.f, *out_t1 );
*out_t2 = std::min( 1.f, *out_t2 );
return true;
}
vec3_t math::Interpolate( const vec3_t from, const vec3_t to, const float percent ) {
return to * percent + from * ( 1.f - percent );
}