/* Copyright (C) 2013 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_FIXED_VECTOR3D #define INCLUDED_FIXED_VECTOR3D #include "maths/Fixed.h" #include "maths/Sqrt.h" class CFixedVector3D { public: fixed X, Y, Z; CFixedVector3D() { } CFixedVector3D(fixed X, fixed Y, fixed Z) : X(X), Y(Y), Z(Z) { } /// Vector equality bool operator==(const CFixedVector3D& v) const { return (X == v.X && Y == v.Y && Z == v.Z); } /// Vector inequality bool operator!=(const CFixedVector3D& v) const { return (X != v.X || Y != v.Y || Z != v.Z); } /// Vector addition CFixedVector3D operator+(const CFixedVector3D& v) const { return CFixedVector3D(X + v.X, Y + v.Y, Z + v.Z); } /// Vector subtraction CFixedVector3D operator-(const CFixedVector3D& v) const { return CFixedVector3D(X - v.X, Y - v.Y, Z - v.Z); } /// Negation CFixedVector3D operator-() const { return CFixedVector3D(-X, -Y, -Z); } /// Vector addition CFixedVector3D& operator+=(const CFixedVector3D& v) { *this = *this + v; return *this; } /// Vector subtraction CFixedVector3D& operator-=(const CFixedVector3D& v) { *this = *this - v; return *this; } /** * Returns the length of the vector. * Will not overflow if the result can be represented as type 'fixed'. */ fixed Length() const { // Do intermediate calculations with 64-bit ints to avoid overflows i32 x = X.GetInternalValue(); i32 y = Y.GetInternalValue(); i32 z = Z.GetInternalValue(); u64 xx = (u64)FIXED_MUL_I64_I32_I32(x, x); u64 yy = (u64)FIXED_MUL_I64_I32_I32(y, y); u64 zz = (u64)FIXED_MUL_I64_I32_I32(z, z); u64 t = xx + yy; CheckUnsignedAdditionOverflow(t, xx, L"Overflow in CFixedVector3D::Length() part 1") u64 d2 = t + zz; CheckUnsignedAdditionOverflow(d2, t, L"Overflow in CFixedVector3D::Length() part 2") u32 d = isqrt64(d2); CheckU32CastOverflow(d, i32, L"Overflow in CFixedVector3D::Length() part 3") fixed r; r.SetInternalValue((i32)d); return r; } /** * Normalize the vector so that length is close to 1. * If length is 0, does nothing. */ void Normalize() { fixed l = Length(); if (!l.IsZero()) { X = X / l; Y = Y / l; Z = Z / l; } } /** * Normalize the vector so that length is close to n. * If length is 0, does nothing. */ void Normalize(fixed n) { fixed l = Length(); if (!l.IsZero()) { X = X.MulDiv(n, l); Y = Y.MulDiv(n, l); Z = Z.MulDiv(n, l); } } /** * Compute the cross product of this vector with another. */ CFixedVector3D Cross(const CFixedVector3D& v) { i64 y_vz = FIXED_MUL_I64_I32_I32(Y.GetInternalValue(), v.Z.GetInternalValue()); i64 z_vy = FIXED_MUL_I64_I32_I32(Z.GetInternalValue(), v.Y.GetInternalValue()); CheckSignedSubtractionOverflow(i64, y_vz, z_vy, L"Overflow in CFixedVector3D::Cross() part 1", L"Underflow in CFixedVector3D::Cross() part 1") i64 x = y_vz - z_vy; x >>= fixed::fract_bits; i64 z_vx = FIXED_MUL_I64_I32_I32(Z.GetInternalValue(), v.X.GetInternalValue()); i64 x_vz = FIXED_MUL_I64_I32_I32(X.GetInternalValue(), v.Z.GetInternalValue()); CheckSignedSubtractionOverflow(i64, z_vx, x_vz, L"Overflow in CFixedVector3D::Cross() part 2", L"Underflow in CFixedVector3D::Cross() part 2") i64 y = z_vx - x_vz; y >>= fixed::fract_bits; i64 x_vy = FIXED_MUL_I64_I32_I32(X.GetInternalValue(), v.Y.GetInternalValue()); i64 y_vx = FIXED_MUL_I64_I32_I32(Y.GetInternalValue(), v.X.GetInternalValue()); CheckSignedSubtractionOverflow(i64, x_vy, y_vx, L"Overflow in CFixedVector3D::Cross() part 3", L"Underflow in CFixedVector3D::Cross() part 3") i64 z = x_vy - y_vx; z >>= fixed::fract_bits; CheckCastOverflow(x, i32, L"Overflow in CFixedVector3D::Cross() part 4", L"Underflow in CFixedVector3D::Cross() part 4") CheckCastOverflow(y, i32, L"Overflow in CFixedVector3D::Cross() part 5", L"Underflow in CFixedVector3D::Cross() part 5") CheckCastOverflow(z, i32, L"Overflow in CFixedVector3D::Cross() part 6", L"Underflow in CFixedVector3D::Cross() part 6") CFixedVector3D ret; ret.X.SetInternalValue((i32)x); ret.Y.SetInternalValue((i32)y); ret.Z.SetInternalValue((i32)z); return ret; } /** * Compute the dot product of this vector with another. */ fixed Dot(const CFixedVector3D& v) { i64 x = FIXED_MUL_I64_I32_I32(X.GetInternalValue(), v.X.GetInternalValue()); i64 y = FIXED_MUL_I64_I32_I32(Y.GetInternalValue(), v.Y.GetInternalValue()); i64 z = FIXED_MUL_I64_I32_I32(Z.GetInternalValue(), v.Z.GetInternalValue()); CheckSignedAdditionOverflow(i64, x, y, L"Overflow in CFixedVector3D::Dot() part 1", L"Underflow in CFixedVector3D::Dot() part 1") i64 t = x + y; CheckSignedAdditionOverflow(i64, t, z, L"Overflow in CFixedVector3D::Dot() part 2", L"Underflow in CFixedVector3D::Dot() part 2") i64 sum = t + z; sum >>= fixed::fract_bits; CheckCastOverflow(sum, i32, L"Overflow in CFixedVector3D::Dot() part 3", L"Underflow in CFixedVector3D::Dot() part 3") fixed ret; ret.SetInternalValue((i32)sum); return ret; } }; #endif // INCLUDED_FIXED_VECTOR3D