/* * This file is part of the DXX-Rebirth project . * It is copyright by its individual contributors, as recorded in the * project's Git history. See COPYING.txt at the top level for license * terms and a link to the Git history. */ /* * * Routines for point definition, rotation, etc. * */ #include "3d.h" #include "globvars.h" inline namespace dcx { //code a point. fills in the p3_codes field of the point, and returns the codes ubyte g3_code_point(g3s_point &p) { ubyte cc=0; if (p.p3_x > p.p3_z) cc |= CC_OFF_RIGHT; if (p.p3_y > p.p3_z) cc |= CC_OFF_TOP; if (p.p3_x < -p.p3_z) cc |= CC_OFF_LEFT; if (p.p3_y < -p.p3_z) cc |= CC_OFF_BOT; if (p.p3_z < 0) cc |= CC_BEHIND; return p.p3_codes = cc; } //rotates a point. returns codes. does not check if already rotated ubyte g3_rotate_point(g3s_point &dest,const vms_vector &src) { const auto tempv = vm_vec_sub(src,View_position); vm_vec_rotate(dest.p3_vec,tempv,View_matrix); dest.p3_flags = 0; //no projected return g3_code_point(dest); } //checks for overflow & divides if ok, fillig in r //returns true if div is ok, else false int checkmuldiv(fix *r,fix a,fix b,fix c) { quadint q,qt; q.q = 0; fixmulaccum(&q,a,b); qt = q; if (qt.high < 0) fixquadnegate(&qt); qt.high *= 2; if (qt.low > 0x7fff) qt.high++; if (qt.high >= c) return 0; else { *r = static_cast(q.q / static_cast(c)); return 1; } } //projects a point void g3_project_point(g3s_point &p) { #ifndef __powerc fix tx,ty; if ((p.p3_flags & PF_PROJECTED) || (p.p3_codes & CC_BEHIND)) return; if (checkmuldiv(&tx,p.p3_x,Canv_w2,p.p3_z) && checkmuldiv(&ty,p.p3_y,Canv_h2,p.p3_z)) { p.p3_sx = Canv_w2 + tx; p.p3_sy = Canv_h2 - ty; p.p3_flags |= PF_PROJECTED; } else p.p3_flags |= PF_OVERFLOW; #else double fz; if ((p.p3_flags & PF_PROJECTED) || (p.p3_codes & CC_BEHIND)) return; if ( p.p3_z <= 0 ) { p.p3_flags |= PF_OVERFLOW; return; } fz = f2fl(p.p3_z); p.p3_sx = fl2f(fCanv_w2 + (f2fl(p.p3_x)*fCanv_w2 / fz)); p.p3_sy = fl2f(fCanv_h2 - (f2fl(p.p3_y)*fCanv_h2 / fz)); p.p3_flags |= PF_PROJECTED; #endif } //from a 2d point, compute the vector through that point void g3_point_2_vec(vms_vector &v,short sx,short sy) { vms_vector tempv; vms_matrix tempm; tempv.x = fixmuldiv(fixdiv((sx<<16) - Canv_w2,Canv_w2),Matrix_scale.z,Matrix_scale.x); tempv.y = -fixmuldiv(fixdiv((sy<<16) - Canv_h2,Canv_h2),Matrix_scale.z,Matrix_scale.y); tempv.z = f1_0; vm_vec_normalize(tempv); tempm = vm_transposed_matrix(Unscaled_matrix); vm_vec_rotate(v,tempv,tempm); } void g3_rotate_delta_vec(vms_vector &dest,const vms_vector &src) { vm_vec_rotate(dest,src,View_matrix); } ubyte g3_add_delta_vec(g3s_point &dest,const g3s_point &src,const vms_vector &deltav) { vm_vec_add(dest.p3_vec,src.p3_vec,deltav); dest.p3_flags = 0; //not projected return g3_code_point(dest); } //calculate the depth of a point - returns the z coord of the rotated point fix g3_calc_point_depth(const vms_vector &pnt) { quadint q; q.q = 0; fixmulaccum(&q,(pnt.x - View_position.x),View_matrix.fvec.x); fixmulaccum(&q,(pnt.y - View_position.y),View_matrix.fvec.y); fixmulaccum(&q,(pnt.z - View_position.z),View_matrix.fvec.z); return fixquadadjust(&q); } }