added wrappers around math functions

This commit is contained in:
aap 2019-07-10 17:18:26 +02:00
parent 80e0409d6a
commit 4a36d64f15
31 changed files with 204 additions and 191 deletions

View file

@ -457,7 +457,7 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
// I leave in the strange -2 factors even though they serve no real purpose
float projline = -2.0f * DotProduct(v01, v0c); // project v0c onto line
// Square of tangent from p0 multiplied by line length so we can compare with projline.
// The length of the tangent would be this: sqrt((c-p0)^2 - r^2).
// The length of the tangent would be this: Sqrt((c-p0)^2 - r^2).
// Negative if p0 is inside the sphere! This breaks the test!
float tansq = 4.0f * linesq *
(sph.center.MagnitudeSqr() - 2.0f*DotProduct(sph.center, line.p0) + line.p0.MagnitudeSqr() - sph.radius*sph.radius);
@ -467,10 +467,10 @@ CCollision::TestLineSphere(const CColLine &line, const CColSphere &sph)
return false;
// projline (negative in GTA for some reason) is the point on the line
// in the middle of the two intersection points (startin from p0).
// sqrt(diffsq) somehow works out to be the distance from that
// Sqrt(diffsq) somehow works out to be the distance from that
// midpoint to the intersection points.
// So subtract that and get rid of the awkward scaling:
float f = (-projline - sqrt(diffsq)) / (2.0f*linesq);
float f = (-projline - Sqrt(diffsq)) / (2.0f*linesq);
// f should now be in range [0, 1] for [p0, p1]
return f >= 0.0f && f <= 1.0f;
}
@ -480,7 +480,7 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane)
{
// If sphere and plane don't intersect, no collision
if(fabs(plane.CalcPoint(sphere.center)) > sphere.radius)
if(Abs(plane.CalcPoint(sphere.center)) > sphere.radius)
return false;
const CVector &va = verts[tri.a];
@ -669,7 +669,7 @@ CCollision::ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoin
dist = sph.center - p;
float lensq = dist.MagnitudeSqr();
if(lensq < mindistsq){
float len = sqrt(lensq);
float len = Sqrt(lensq);
point.point = p;
point.normal = dist * (1.0f/len);
point.surfaceA = sph.surface;
@ -816,7 +816,7 @@ CCollision::ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CC
if(diffsq < 0.0f)
return false;
// point of first intersection, in range [0,1] between p0 and p1
float t = (projline - sqrt(diffsq)) / linesq;
float t = (projline - Sqrt(diffsq)) / linesq;
// if not on line or beyond mindist, no intersection
if(t < 0.0f || t > 1.0f || t >= mindist)
return false;
@ -1010,7 +1010,7 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
// If sphere and plane don't intersect, no collision
float planedist = plane.CalcPoint(sphere.center);
float distsq = planedist*planedist;
if(fabs(planedist) > sphere.radius || distsq > mindistsq)
if(Abs(planedist) > sphere.radius || distsq > mindistsq)
return false;
const CVector &va = verts[tri.a];
@ -1057,7 +1057,7 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
else assert(0);
}else if(testcase == 3){
// center is in triangle
dist = fabs(planedist);
dist = Abs(planedist);
p = sphere.center - normal*planedist;
}else
assert(0); // front fell off
@ -1333,7 +1333,7 @@ CCollision::DistToLine(const CVector *l0, const CVector *l1, const CVector *poin
if(dot >= lensq)
return (*point - *l1).Magnitude();
// distance to line
return sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq);
return Sqrt((*point - *l0).MagnitudeSqr() - dot*dot/lensq);
}
// same as above but also return the point on the line
@ -1641,7 +1641,7 @@ CColTrianglePlane::Set(const CVector *v, CColTriangle &tri)
normal = CrossProduct(vc-va, vb-va);
normal.Normalise();
dist = DotProduct(normal, va);
CVector an(fabs(normal.x), fabs(normal.y), fabs(normal.z));
CVector an(Abs(normal.x), Abs(normal.y), Abs(normal.z));
// find out largest component and its direction
if(an.x > an.y && an.x > an.z)
dir = normal.x < 0.0f ? DIR_X_NEG : DIR_X_POS;