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[0ad.git] / source / maths / FixedVector3D.h
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1 /* Copyright (C) 2020 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
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10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_FIXED_VECTOR3D
19 #define INCLUDED_FIXED_VECTOR3D
21 #include "maths/Fixed.h"
22 #include "maths/Sqrt.h"
24 class CFixedVector3D
26 public:
27 fixed X, Y, Z;
29 CFixedVector3D() { }
31 CFixedVector3D(fixed X, fixed Y, fixed Z) : X(X), Y(Y), Z(Z) { }
33 /// Vector equality
34 bool operator==(const CFixedVector3D& v) const
36 return (X == v.X && Y == v.Y && Z == v.Z);
39 /// Vector inequality
40 bool operator!=(const CFixedVector3D& v) const
42 return (X != v.X || Y != v.Y || Z != v.Z);
45 /// Vector addition
46 CFixedVector3D operator+(const CFixedVector3D& v) const
48 return CFixedVector3D(X + v.X, Y + v.Y, Z + v.Z);
51 /// Vector subtraction
52 CFixedVector3D operator-(const CFixedVector3D& v) const
54 return CFixedVector3D(X - v.X, Y - v.Y, Z - v.Z);
57 /// Negation
58 CFixedVector3D operator-() const
60 return CFixedVector3D(-X, -Y, -Z);
63 /// Vector addition
64 CFixedVector3D& operator+=(const CFixedVector3D& v)
66 *this = *this + v;
67 return *this;
70 /// Vector subtraction
71 CFixedVector3D& operator-=(const CFixedVector3D& v)
73 *this = *this - v;
74 return *this;
78 /**
79 * Returns the length of the vector.
80 * Will not overflow if the result can be represented as type 'fixed'.
82 fixed Length() const
84 // Do intermediate calculations with 64-bit ints to avoid overflows
85 u64 xx = SQUARE_U64_FIXED(X);
86 u64 yy = SQUARE_U64_FIXED(Y);
87 u64 zz = SQUARE_U64_FIXED(Z);
88 u64 t = xx + yy;
89 CheckUnsignedAdditionOverflow(t, xx, L"Overflow in CFixedVector3D::Length() part 1")
91 u64 d2 = t + zz;
92 CheckUnsignedAdditionOverflow(d2, t, L"Overflow in CFixedVector3D::Length() part 2")
94 u32 d = isqrt64(d2);
96 CheckU32CastOverflow(d, i32, L"Overflow in CFixedVector3D::Length() part 3")
97 fixed r;
98 r.SetInternalValue((i32)d);
99 return r;
103 * Normalize the vector so that length is close to 1.
104 * If length is 0, does nothing.
106 void Normalize()
108 fixed l = Length();
109 if (!l.IsZero())
111 X = X / l;
112 Y = Y / l;
113 Z = Z / l;
118 * Normalize the vector so that length is close to n.
119 * If length is 0, does nothing.
121 void Normalize(fixed n)
123 fixed l = Length();
124 if (!l.IsZero())
126 X = X.MulDiv(n, l);
127 Y = Y.MulDiv(n, l);
128 Z = Z.MulDiv(n, l);
133 * Compute the cross product of this vector with another.
135 CFixedVector3D Cross(const CFixedVector3D& v)
137 i64 y_vz = MUL_I64_I32_I32(Y.GetInternalValue(), v.Z.GetInternalValue());
138 i64 z_vy = MUL_I64_I32_I32(Z.GetInternalValue(), v.Y.GetInternalValue());
139 CheckSignedSubtractionOverflow(i64, y_vz, z_vy, L"Overflow in CFixedVector3D::Cross() part 1", L"Underflow in CFixedVector3D::Cross() part 1")
140 i64 x = y_vz - z_vy;
141 x >>= fixed::fract_bits;
143 i64 z_vx = MUL_I64_I32_I32(Z.GetInternalValue(), v.X.GetInternalValue());
144 i64 x_vz = MUL_I64_I32_I32(X.GetInternalValue(), v.Z.GetInternalValue());
145 CheckSignedSubtractionOverflow(i64, z_vx, x_vz, L"Overflow in CFixedVector3D::Cross() part 2", L"Underflow in CFixedVector3D::Cross() part 2")
146 i64 y = z_vx - x_vz;
147 y >>= fixed::fract_bits;
149 i64 x_vy = MUL_I64_I32_I32(X.GetInternalValue(), v.Y.GetInternalValue());
150 i64 y_vx = MUL_I64_I32_I32(Y.GetInternalValue(), v.X.GetInternalValue());
151 CheckSignedSubtractionOverflow(i64, x_vy, y_vx, L"Overflow in CFixedVector3D::Cross() part 3", L"Underflow in CFixedVector3D::Cross() part 3")
152 i64 z = x_vy - y_vx;
153 z >>= fixed::fract_bits;
155 CheckCastOverflow(x, i32, L"Overflow in CFixedVector3D::Cross() part 4", L"Underflow in CFixedVector3D::Cross() part 4")
156 CheckCastOverflow(y, i32, L"Overflow in CFixedVector3D::Cross() part 5", L"Underflow in CFixedVector3D::Cross() part 5")
157 CheckCastOverflow(z, i32, L"Overflow in CFixedVector3D::Cross() part 6", L"Underflow in CFixedVector3D::Cross() part 6")
158 CFixedVector3D ret;
159 ret.X.SetInternalValue((i32)x);
160 ret.Y.SetInternalValue((i32)y);
161 ret.Z.SetInternalValue((i32)z);
162 return ret;
166 * Compute the dot product of this vector with another.
168 fixed Dot(const CFixedVector3D& v)
170 i64 x = MUL_I64_I32_I32(X.GetInternalValue(), v.X.GetInternalValue());
171 i64 y = MUL_I64_I32_I32(Y.GetInternalValue(), v.Y.GetInternalValue());
172 i64 z = MUL_I64_I32_I32(Z.GetInternalValue(), v.Z.GetInternalValue());
173 CheckSignedAdditionOverflow(i64, x, y, L"Overflow in CFixedVector3D::Dot() part 1", L"Underflow in CFixedVector3D::Dot() part 1")
174 i64 t = x + y;
176 CheckSignedAdditionOverflow(i64, t, z, L"Overflow in CFixedVector3D::Dot() part 2", L"Underflow in CFixedVector3D::Dot() part 2")
177 i64 sum = t + z;
178 sum >>= fixed::fract_bits;
179 CheckCastOverflow(sum, i32, L"Overflow in CFixedVector3D::Dot() part 3", L"Underflow in CFixedVector3D::Dot() part 3")
181 fixed ret;
182 ret.SetInternalValue((i32)sum);
183 return ret;
187 #endif // INCLUDED_FIXED_VECTOR3D