Remove vadd/vsub/vmul/vdiv

FossilOrigin-Name: 0c8fc2f1482a22d97a114b5b35f2a4d55d2d72a113178070d87fffab40fa8586
This commit is contained in:
Jonathan Schleifer 2025-03-23 14:49:15 +00:00
parent fa66ee85fd
commit e91d88fd2b
6 changed files with 54 additions and 67 deletions

View file

@ -288,13 +288,8 @@ extern bool demoplayback;
// simplistic vector ops
#define dotprod(u, v) ((u).x * (v).x + (u).y * (v).y + (u).z * (v).z)
#define vmul(u, f) u = OFMultiplyVector3D(u, f)
#define vdiv(u, f) u = OFMultiplyVector3D(u, (f) / 1.0f)
#define vadd(u, v) u = OFAddVectors3D(u, v)
#define vsub(u, v) u = OFSubtractVectors3D(u, v)
#define vdist(d, v, e, s) \
OFVector3D v = s; \
vsub(v, e); \
OFVector3D v = OFSubtractVectors3D(s, e); \
float d = (float)sqrt(dotprod(v, v));
#define vreject(v, u, max) \
((v).x > (u).x + (max) || (v).x < (u).x - (max) || \

View file

@ -294,9 +294,9 @@ pickup(int n, DynamicEntity *d)
lastjumppad = lastmillis;
OFVector3D v = OFMakeVector3D((int)(char)ents[n].attr3 / 10.0f,
(int)(char)ents[n].attr2 / 10.0f, ents[n].attr1 / 10.0f);
player1.velocity =
OFMakeVector3D(player1.velocity.x, player1.velocity.y, 0);
vadd(player1.velocity, v);
player1.velocity = OFAddVectors3D(
OFMakeVector3D(player1.velocity.x, player1.velocity.y, 0),
v);
playsoundc(S_JUMPPAD);
break;
}

View file

@ -292,18 +292,19 @@ moveplayer4(DynamicEntity *pl, int moveres, bool local, int curtime)
// slowly apply friction and direction to
// velocity, gives a smooth movement
vmul(pl.velocity, fpsfric - 1);
vadd(pl.velocity, d);
vdiv(pl.velocity, fpsfric);
d = pl.velocity;
vmul(d, speed); // d is now frametime based velocity vector
OFVector3D velocity = OFMultiplyVector3D(pl.velocity, fpsfric - 1);
velocity = OFAddVectors3D(velocity, d);
velocity = OFMultiplyVector3D(velocity, 1.0f / fpsfric);
pl.velocity = velocity;
// d is now frametime based velocity vector
d = OFMultiplyVector3D(velocity, speed);
pl.blocked = false;
pl.moving = true;
if (floating) {
// just apply velocity
vadd(pl.origin, d);
pl.origin = OFAddVectors3D(pl.origin, d);
if (pl.jumpNext) {
pl.jumpNext = false;
pl.velocity =

View file

@ -121,10 +121,9 @@ render_particles(int time)
if (pt->gr)
p->o.z -= ((lastmillis - p->millis) / 3.0f) *
curtime / (pt->gr * 10000);
OFVector3D a = p->d;
vmul(a, time);
vdiv(a, 20000.0f);
vadd(p->o, a);
OFVector3D a = OFMultiplyVector3D(p->d, time);
a = OFMultiplyVector3D(a, 1.0f / 20000.0f);
p->o = OFAddVectors3D(p->o, a);
pp = &p->next;
}
}
@ -154,10 +153,10 @@ void
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
{
vdist(d, v, *s, *e);
vdiv(v, d * 2 + 0.1f);
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
OFVector3D p = *s;
for (int i = 0; i < ((int)d * 2); i++) {
vadd(p, v);
p = OFAddVectors3D(p, v);
OFVector3D d =
OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
newparticle(&p, &d, rnd(fade) + fade, type);

View file

@ -390,26 +390,22 @@ VAR(demodelaymsec, 0, 120, 500);
// spline interpolation
#define catmulrom(z, a, b, c, s, dest) \
{ \
OFVector3D t1 = b, t2 = c; \
OFVector3D t1 = OFSubtractVectors3D(b, z); \
t1 = OFMultiplyVector3D(t1, 0.5f); \
\
vsub(t1, z); \
vmul(t1, 0.5f); \
vsub(t2, a); \
vmul(t2, 0.5f); \
OFVector3D t2 = OFSubtractVectors3D(c, a); \
t2 = OFMultiplyVector3D(t2, 0.5f); \
\
float s2 = s * s; \
float s3 = s * s2; \
\
dest = a; \
OFVector3D t = b; \
\
vmul(dest, 2 * s3 - 3 * s2 + 1); \
vmul(t, -2 * s3 + 3 * s2); \
vadd(dest, t); \
vmul(t1, s3 - 2 * s2 + s); \
vadd(dest, t1); \
vmul(t2, s3 - s2); \
vadd(dest, t2); \
dest = OFMultiplyVector3D(a, 2 * s3 - 3 * s2 + 1); \
OFVector3D t = OFMultiplyVector3D(b, -2 * s3 + 3 * s2); \
dest = OFAddVectors3D(dest, t); \
t1 = OFMultiplyVector3D(t1, s3 - 2 * s2 + s); \
dest = OFAddVectors3D(dest, t1); \
t2 = OFMultiplyVector3D(t2, s3 - s2); \
dest = OFAddVectors3D(dest, t2); \
}
void

View file

@ -77,12 +77,9 @@ createrays(const OFVector3D *from, const OFVector3D *to)
{
vdist(dist, dvec, *from, *to);
float f = dist * SGSPREAD / 1000;
for (int i = 0; i < SGRAYS; i++) {
for (int i = 0; i < SGRAYS; i++)
#define RNDD (rnd(101) - 50) * f
OFVector3D r = OFMakeVector3D(RNDD, RNDD, RNDD);
sg[i] = *to;
vadd(sg[i], r);
}
sg[i] = OFAddVectors3D(*to, OFMakeVector3D(RNDD, RNDD, RNDD));
}
// if lineseg hits entity bounding box
@ -91,8 +88,8 @@ intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
{
OFVector3D v = *to, w = d.origin;
const OFVector3D *p;
vsub(v, *from);
vsub(w, *from);
v = OFSubtractVectors3D(v, *from);
w = OFSubtractVectors3D(w, *from);
float c1 = dotprod(w, v);
if (c1 <= 0)
@ -102,9 +99,8 @@ intersect(DynamicEntity *d, const OFVector3D *from, const OFVector3D *to)
if (c2 <= c1)
p = to;
else {
float f = c1 / c2;
vmul(v, f);
vadd(v, *from);
v = OFMultiplyVector3D(v, c1 / c2);
v = OFAddVectors3D(v, *from);
p = &v;
}
}
@ -199,8 +195,9 @@ radialeffect(
dist = 0;
int damage = (int)(qdam * (1 - (dist / RL_DAMRAD)));
hit(cn, damage, o, at);
vmul(temp, (RL_DAMRAD - dist) * damage / 800);
vadd(o.velocity, temp);
temp =
OFMultiplyVector3D(temp, (RL_DAMRAD - dist) * damage / 800);
o.velocity = OFAddVectors3D(o.velocity, temp);
}
}
@ -273,8 +270,8 @@ moveprojectiles(float time)
float dtime = dist * 1000 / p.speed;
if (time > dtime)
dtime = time;
vmul(v, time / dtime);
vadd(v, p.o);
v = OFMultiplyVector3D(v, time / dtime);
v = OFAddVectors3D(v, p.o);
if (p.local) {
for (id player in players)
if (player != [OFNull null])
@ -354,8 +351,8 @@ hitpush(int target, int damage, DynamicEntity *d, DynamicEntity *at,
{
hit(target, damage, d, at);
vdist(dist, v, *from, *to);
vmul(v, damage / dist / 50);
vadd(d.velocity, v);
v = OFMultiplyVector3D(v, damage / dist / 50);
d.velocity = OFAddVectors3D(d.velocity, v);
}
void
@ -404,17 +401,16 @@ shoot(DynamicEntity *d, const OFVector3D *targ)
from.z -= 0.2f; // below eye
vdist(dist, unitv, from, to);
vdiv(unitv, dist);
OFVector3D kickback = unitv;
vmul(kickback, guns[d.gunSelect].kickamount * -0.01f);
vadd(d.velocity, kickback);
unitv = OFMultiplyVector3D(unitv, 1.0f / dist);
OFVector3D kickback =
OFMultiplyVector3D(unitv, guns[d.gunSelect].kickamount * -0.01f);
d.velocity = OFAddVectors3D(d.velocity, kickback);
if (d.pitch < 80.0f)
d.pitch += guns[d.gunSelect].kickamount * 0.05f;
if (d.gunSelect == GUN_FIST || d.gunSelect == GUN_BITE) {
vmul(unitv, 3); // punch range
to = from;
vadd(to, unitv);
unitv = OFMultiplyVector3D(unitv, 3); // punch range
to = OFAddVectors3D(from, unitv);
}
if (d.gunSelect == GUN_SG)
createrays(&from, &to);