minetest/src/util/numeric.h

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/*
2013-02-24 18:40:43 +01:00
Minetest
2013-02-24 19:38:45 +01:00
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "basic_macros.h"
#include "irrlichttypes.h"
#include "irr_v2d.h"
#include "irr_v3d.h"
#include "irr_aabb3d.h"
#include <matrix4.h>
#define rangelim(d, min, max) ((d) < (min) ? (min) : ((d) > (max) ? (max) : (d)))
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#define myfloor(x) ((x) < 0.0 ? (int)(x) - 1 : (int)(x))
// The naive swap performs better than the xor version
#define SWAP(t, x, y) do { \
t temp = x; \
x = y; \
y = temp; \
} while (0)
inline s16 getContainerPos(s16 p, s16 d)
{
return (p >= 0 ? p : p - d + 1) / d;
}
inline v2s16 getContainerPos(v2s16 p, s16 d)
{
return v2s16(
getContainerPos(p.X, d),
getContainerPos(p.Y, d)
);
}
inline v3s16 getContainerPos(v3s16 p, s16 d)
{
return v3s16(
getContainerPos(p.X, d),
getContainerPos(p.Y, d),
getContainerPos(p.Z, d)
);
}
inline v2s16 getContainerPos(v2s16 p, v2s16 d)
{
return v2s16(
getContainerPos(p.X, d.X),
getContainerPos(p.Y, d.Y)
);
}
inline v3s16 getContainerPos(v3s16 p, v3s16 d)
{
return v3s16(
getContainerPos(p.X, d.X),
getContainerPos(p.Y, d.Y),
getContainerPos(p.Z, d.Z)
);
}
inline void getContainerPosWithOffset(s16 p, s16 d, s16 &container, s16 &offset)
{
container = (p >= 0 ? p : p - d + 1) / d;
offset = p & (d - 1);
}
inline void getContainerPosWithOffset(const v2s16 &p, s16 d, v2s16 &container, v2s16 &offset)
{
getContainerPosWithOffset(p.X, d, container.X, offset.X);
getContainerPosWithOffset(p.Y, d, container.Y, offset.Y);
}
inline void getContainerPosWithOffset(const v3s16 &p, s16 d, v3s16 &container, v3s16 &offset)
{
getContainerPosWithOffset(p.X, d, container.X, offset.X);
getContainerPosWithOffset(p.Y, d, container.Y, offset.Y);
getContainerPosWithOffset(p.Z, d, container.Z, offset.Z);
}
inline bool isInArea(v3s16 p, s16 d)
{
return (
p.X >= 0 && p.X < d &&
p.Y >= 0 && p.Y < d &&
p.Z >= 0 && p.Z < d
);
}
inline bool isInArea(v2s16 p, s16 d)
{
return (
p.X >= 0 && p.X < d &&
p.Y >= 0 && p.Y < d
);
}
inline bool isInArea(v3s16 p, v3s16 d)
{
return (
p.X >= 0 && p.X < d.X &&
p.Y >= 0 && p.Y < d.Y &&
p.Z >= 0 && p.Z < d.Z
);
}
inline void sortBoxVerticies(v3s16 &p1, v3s16 &p2) {
if (p1.X > p2.X)
SWAP(s16, p1.X, p2.X);
if (p1.Y > p2.Y)
SWAP(s16, p1.Y, p2.Y);
if (p1.Z > p2.Z)
SWAP(s16, p1.Z, p2.Z);
}
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inline v3s16 componentwise_min(const v3s16 &a, const v3s16 &b)
{
return v3s16(MYMIN(a.X, b.X), MYMIN(a.Y, b.Y), MYMIN(a.Z, b.Z));
}
inline v3s16 componentwise_max(const v3s16 &a, const v3s16 &b)
{
return v3s16(MYMAX(a.X, b.X), MYMAX(a.Y, b.Y), MYMAX(a.Z, b.Z));
}
/** Returns \p f wrapped to the range [-360, 360]
*
* See test.cpp for example cases.
*
* \note This is also used in cases where degrees wrapped to the range [0, 360]
* is innapropriate (e.g. pitch needs negative values)
*
* \internal functionally equivalent -- although precision may vary slightly --
* to fmodf((f), 360.0f) however empirical tests indicate that this approach is
* faster.
*/
inline float modulo360f(float f)
{
int sign;
int whole;
float fraction;
if (f < 0) {
f = -f;
sign = -1;
} else {
sign = 1;
}
whole = f;
fraction = f - whole;
whole %= 360;
return sign * (whole + fraction);
}
/** Returns \p f wrapped to the range [0, 360]
*/
inline float wrapDegrees_0_360(float f)
{
float value = modulo360f(f);
return value < 0 ? value + 360 : value;
}
/** Returns \p v3f wrapped to the range [0, 360]
*/
inline v3f wrapDegrees_0_360_v3f(v3f v)
{
v3f value_v3f;
value_v3f.X = modulo360f(v.X);
value_v3f.Y = modulo360f(v.Y);
value_v3f.Z = modulo360f(v.Z);
// Now that values are wrapped, use to get values for certain ranges
value_v3f.X = value_v3f.X < 0 ? value_v3f.X + 360 : value_v3f.X;
value_v3f.Y = value_v3f.Y < 0 ? value_v3f.Y + 360 : value_v3f.Y;
value_v3f.Z = value_v3f.Z < 0 ? value_v3f.Z + 360 : value_v3f.Z;
return value_v3f;
}
/** Returns \p f wrapped to the range [-180, 180]
*/
inline float wrapDegrees_180(float f)
{
float value = modulo360f(f + 180);
if (value < 0)
value += 360;
return value - 180;
}
/*
Pseudo-random (VC++ rand() sucks)
*/
#define MYRAND_RANGE 0xffffffff
u32 myrand();
void mysrand(unsigned int seed);
void myrand_bytes(void *out, size_t len);
int myrand_range(int min, int max);
/*
Miscellaneous functions
*/
inline u32 get_bits(u32 x, u32 pos, u32 len)
{
u32 mask = (1 << len) - 1;
return (x >> pos) & mask;
}
inline void set_bits(u32 *x, u32 pos, u32 len, u32 val)
{
u32 mask = (1 << len) - 1;
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*x &= ~(mask << pos);
*x |= (val & mask) << pos;
}
inline u32 calc_parity(u32 v)
{
v ^= v >> 16;
v ^= v >> 8;
v ^= v >> 4;
v &= 0xf;
return (0x6996 >> v) & 1;
}
u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed);
bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
f32 camera_fov, f32 range, f32 *distance_ptr=NULL);
s16 adjustDist(s16 dist, float zoom_fov);
/*
Returns nearest 32-bit integer for given floating point number.
<cmath> and <math.h> in VC++ don't provide round().
*/
inline s32 myround(f32 f)
{
return (s32)(f < 0.f ? (f - 0.5f) : (f + 0.5f));
}
inline constexpr f32 sqr(f32 f)
{
return f * f;
}
/*
Returns integer position of node in given floating point position
*/
inline v3s16 floatToInt(v3f p, f32 d)
{
return v3s16(
(p.X + (p.X > 0 ? d / 2 : -d / 2)) / d,
(p.Y + (p.Y > 0 ? d / 2 : -d / 2)) / d,
(p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
}
/*
Returns integer position of node in given double precision position
*/
inline v3s16 doubleToInt(v3d p, double d)
{
return v3s16(
(p.X + (p.X > 0 ? d / 2 : -d / 2)) / d,
(p.Y + (p.Y > 0 ? d / 2 : -d / 2)) / d,
(p.Z + (p.Z > 0 ? d / 2 : -d / 2)) / d);
}
/*
Returns floating point position of node in given integer position
*/
inline v3f intToFloat(v3s16 p, f32 d)
{
return v3f(
(f32)p.X * d,
(f32)p.Y * d,
(f32)p.Z * d
);
}
// Random helper. Usually d=BS
inline aabb3f getNodeBox(v3s16 p, float d)
{
return aabb3f(
(float)p.X * d - 0.5f * d,
(float)p.Y * d - 0.5f * d,
(float)p.Z * d - 0.5f * d,
(float)p.X * d + 0.5f * d,
(float)p.Y * d + 0.5f * d,
(float)p.Z * d + 0.5f * d
);
}
class IntervalLimiter
{
public:
IntervalLimiter() = default;
/*
dtime: time from last call to this method
wanted_interval: interval wanted
return value:
true: action should be skipped
false: action should be done
*/
bool step(float dtime, float wanted_interval)
{
m_accumulator += dtime;
if (m_accumulator < wanted_interval)
return false;
m_accumulator -= wanted_interval;
return true;
}
private:
float m_accumulator = 0.0f;
};
/*
Splits a list into "pages". For example, the list [1,2,3,4,5] split
into two pages would be [1,2,3],[4,5]. This function computes the
minimum and maximum indices of a single page.
length: Length of the list that should be split
page: Page number, 1 <= page <= pagecount
pagecount: The number of pages, >= 1
minindex: Receives the minimum index (inclusive).
maxindex: Receives the maximum index (exclusive).
Ensures 0 <= minindex <= maxindex <= length.
*/
inline void paging(u32 length, u32 page, u32 pagecount, u32 &minindex, u32 &maxindex)
{
if (length < 1 || pagecount < 1 || page < 1 || page > pagecount) {
// Special cases or invalid parameters
minindex = maxindex = 0;
} else if(pagecount <= length) {
// Less pages than entries in the list:
// Each page contains at least one entry
minindex = (length * (page-1) + (pagecount-1)) / pagecount;
maxindex = (length * page + (pagecount-1)) / pagecount;
} else {
// More pages than entries in the list:
// Make sure the empty pages are at the end
if (page < length) {
minindex = page-1;
maxindex = page;
} else {
minindex = 0;
maxindex = 0;
}
}
}
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inline float cycle_shift(float value, float by = 0, float max = 1)
{
if (value + by < 0) return value + by + max;
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if (value + by > max) return value + by - max;
return value + by;
}
inline bool is_power_of_two(u32 n)
{
return n != 0 && (n & (n - 1)) == 0;
}
// Compute next-higher power of 2 efficiently, e.g. for power-of-2 texture sizes.
// Public Domain: https://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
inline u32 npot2(u32 orig) {
orig--;
orig |= orig >> 1;
orig |= orig >> 2;
orig |= orig >> 4;
orig |= orig >> 8;
orig |= orig >> 16;
return orig + 1;
}
// Gradual steps towards the target value in a wrapped (circular) system
// using the shorter of both ways
template<typename T>
inline void wrappedApproachShortest(T &current, const T target, const T stepsize,
const T maximum)
{
T delta = target - current;
if (delta < 0)
delta += maximum;
if (delta > stepsize && maximum - delta > stepsize) {
current += (delta < maximum / 2) ? stepsize : -stepsize;
if (current >= maximum)
current -= maximum;
} else {
current = target;
}
}
void setPitchYawRollRad(core::matrix4 &m, const v3f &rot);
inline void setPitchYawRoll(core::matrix4 &m, const v3f &rot)
{
setPitchYawRollRad(m, rot * core::DEGTORAD64);
}
v3f getPitchYawRollRad(const core::matrix4 &m);
inline v3f getPitchYawRoll(const core::matrix4 &m)
{
return getPitchYawRollRad(m) * core::RADTODEG64;
}