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CnC_Renegade/Code/Tests/collide/Collide.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <math.h>
#include "matrix3d.h"
#include "vector3.h"
#include "col.h"
#include "cvec.h"
#include "mpu.h"
void benchmark_transformations(void);
//---------------------------------------------------------------------------
#include <fstream.h>
#include <stdlib.h>
#define FRAND (-1.0f+2.0f*rand()/float(RAND_MAX))
ofstream ostr("data1.txt");
void Rotate3D (float line[3], float angle, float rotate[3][3])
{
int row, col, mid;
float I[3][3], A[3][3], A2[3][3];
float sn, omcs;
/* identity matrix */
I[0][0] = 1; I[0][1] = 0; I[0][2] = 0;
I[1][0] = 0; I[1][1] = 1; I[1][2] = 0;
I[2][0] = 0; I[2][1] = 0; I[2][2] = 1;
/* infinitesimal rotation about line */
A[0][0] = 0; A[0][1] = +line[2]; A[0][2] = -line[1];
A[1][0] = -line[2]; A[1][1] = 0; A[1][2] = +line[0];
A[2][0] = +line[1]; A[2][1] = -line[0]; A[2][2] = 0;
/* A2 = A*A */
for (row = 0; row < 3; row++)
for (col = 0; col < 3; col++) {
A2[row][col] = 0;
for (mid = 0; mid < 3; mid++)
A2[row][col] += A[row][mid]*A[mid][col];
}
sn = float(sin(angle));
omcs = float(1.0-cos(angle));
/* rotation is I+sin(angle)*A+[1-cos(angle)]*A*A */
for (row = 0; row < 3; row++)
for (col = 0; col < 3; col++)
rotate[row][col] = I[row][col]+sn*A[row][col]+omcs*A2[row][col];
}
void main ()
{
Box box0, box1;
// create box0
box0.center[0] = 0.0f;
box0.center[1] = 0.0f;
box0.center[2] = 0.0f;
box0.basis[0][0] = 1.0f;
box0.basis[0][1] = 0.0f;
box0.basis[0][2] = 0.0f;
box0.basis[1][0] = 0.0f;
box0.basis[1][1] = 1.0f;
box0.basis[1][2] = 0.0f;
box0.basis[2][0] = 0.0f;
box0.basis[2][1] = 0.0f;
box0.basis[2][2] = 1.0f;
box0.extent[0] = 4.0f;
box0.extent[1] = 4.0f;
box0.extent[2] = 4.0f;
box0.velocity[0] = 0.0f;
box0.velocity[1] = 0.0f;
box0.velocity[2] = 0.0f;
// create box1
box1.center[0] = 0.0f;
box1.center[1] = -10.0f;
box1.center[2] = 20.0f;
float line[3] = { 0.0f, 0.707f, 0.707f };
float length = float(sqrt(line[0]*line[0]+line[1]*line[1]+line[2]*line[2]));
line[0] /= length;
line[1] /= length;
line[2] /= length;
float angle = (float)DEG_TO_RAD(45.0f);
Rotate3D(line,angle,box1.basis);
/*
box1.basis[0][0] = 1.0f;
box1.basis[0][1] = 0.0f;
box1.basis[0][2] = 0.0f;
box1.basis[1][0] = 0.0f;
box1.basis[1][1] = 1.0f;
box1.basis[1][2] = 0.0f;
box1.basis[2][0] = 0.0f;
box1.basis[2][1] = 0.0f;
box1.basis[2][2] = 1.0f;
*/
box1.extent[0] = 10.0f;
box1.extent[1] = 4.0f;
box1.extent[2] = 4.0f;
box1.velocity[0] = 0.0f;
box1.velocity[1] = 0.0f;
box1.velocity[2] = 0.0f;
BoxClass mybox0(box0);
BoxClass mybox1(box1);
unsigned long high;
unsigned long cycles0;
unsigned long cycles1;
unsigned long cycles2;
while (box1.center[2] > -20.0f) {
cycles0 = Get_CPU_Clock(high);
IntersectType type = BoxesIntersect(1.0f,box0,box1);
cycles0 = Get_CPU_Clock(high) - cycles0;
cycles1 = Get_CPU_Clock(high);
IntersectType mytype = Boxes_Intersect(mybox0,mybox1,1.0f);
cycles1 = Get_CPU_Clock(high) - cycles1;
cycles2 = Get_CPU_Clock(high);
IntersectType mytype2 = Boxes_Intersect(mybox0,mybox1);
cycles2 = Get_CPU_Clock(high) - cycles2;
cout << cycles0 << " "<< cycles1 << " " << cycles2 << " " << type << " " << mytype<< " " << mytype2 << endl;
box1.center[2] -= 1.0f;
mybox1.Center[2] -= 1.0f;
}
// if (type == itIntersects) {
// ostr << "type = " << type << endl;
// }
benchmark_transformations();
#if 0
float line[3] = { FRAND, FRAND, FRAND };
float length = float(sqrt(line[0]*line[0]+line[1]*line[1]+line[2]*line[2]));
line[0] /= length;
line[1] /= length;
line[2] /= length;
float angle = FRAND;
Rotate3D(line,angle,box0.basis);
box0.extent[0] = 1.0f;
box0.extent[1] = 1.0f;
box0.extent[2] = 1.0f;
box0.velocity[0] = 0.0f;
box0.velocity[1] = 0.0f;
box0.velocity[2] = 0.0f;
for (int i = 0; i < 100; i++)
{
box1.center[0] = 2.0f;
box1.center[1] = 0.0f;
box1.center[2] = 0.0f;
line[0] = FRAND;
line[1] = FRAND;
line[2] = FRAND;
length = float(sqrt(line[0]*line[0]+line[1]*line[1]+line[2]*line[2]));
line[0] /= length;
line[1] /= length;
line[2] /= length;
angle = FRAND;
Rotate3D(line,angle,box1.basis);
box1.extent[0] = 1.0f;
box1.extent[1] = 1.0f;
box1.extent[2] = 1.0f;
box1.velocity[0] = 0.0f;
box1.velocity[1] = 0.0f;
box1.velocity[2] = 0.0f;
IntersectType type = BoxesIntersect(1.0f,box0,box1);
ostr << "i = " << i << ' ' << "type = " << type << endl;
}
#endif
/*
** box0
*/
box0.center[0] = 6.1978f;
box0.center[1] = 2.6640f;
box0.center[2] = 0.840f;
box0.extent[0] = 0.1341f;
box0.extent[1] = 0.320672f;
box0.extent[2] = 0.840f;
box0.velocity[0] = box0.velocity[1] = box0.velocity[2] = 0.0f;
box0.basis[0][0] = 0.857709f;
box0.basis[0][1] = -0.514136f;
box0.basis[0][2] = 0.0f;
box0.basis[1][0] = 0.514136f;
box0.basis[1][1] = 0.857709f;
box0.basis[1][2] = 0.0f;
box0.basis[2][0] = 0.0f;
box0.basis[2][1] = 0.0f;
box0.basis[2][2] = 1.0f;
/*
** box1
*/
box1.center[0] = 10.0f;
box1.center[1] = 4.0f;
box1.center[2] = 2.8f;
box1.extent[0] = 4.5f;
box1.extent[1] = 1.966f;
box1.extent[2] = 2.868f;
box1.velocity[0] = box1.velocity[1] = box1.velocity[2] = 0.0f;
box1.basis[0][0] = 1.0f;
box1.basis[0][1] = 0.0f;
box1.basis[0][2] = 0.0f;
box1.basis[1][0] = 0.0f;
box1.basis[1][1] = 1.0f;
box1.basis[1][2] = 0.0f;
box1.basis[2][0] = 0.0f;
box1.basis[2][1] = 0.0f;
box1.basis[2][2] = 1.0f;
IntersectType type = BoxesIntersect(1.0f,box0,box1);
}
void benchmark_transformations(void)
{
unsigned long high;
unsigned long cycles0;
unsigned long cycles1;
/*
** Testing speed of the matrix library...
*/
Vector v = { 4.0f, -2.5f, 100.4f };
float mat[3][3];
float line[3] = { 0.0f, 0.0f, 1.0f };
float length = float(sqrt(line[0]*line[0]+line[1]*line[1]+line[2]*line[2]));
line[0] /= length;
line[1] /= length;
line[2] /= length;
float angle = (float)DEG_TO_RAD(45.0f);
Rotate3D(line,angle,mat);
Vector3 myv(4.0,-2.5,100.4);
Matrix3 mymat;
mymat[0][0] = mat[0][0];
mymat[0][1] = mat[0][1];
mymat[0][2] = mat[0][2];
mymat[1][0] = mat[1][0];
mymat[1][1] = mat[1][1];
mymat[1][2] = mat[1][2];
mymat[2][0] = mat[2][0];
mymat[2][1] = mat[2][1];
mymat[2][2] = mat[2][2];
Vector res;
Vector3 myres;
cycles0 = Get_CPU_Clock(high);
MultiplyVM (v,mat,res);
cycles0 = Get_CPU_Clock(high) - cycles0;
cycles1 = Get_CPU_Clock(high);
myres = mymat * myv;
cycles1 = Get_CPU_Clock(high) - cycles1;
cout << "c cycles = " << cycles0 << endl;
cout << "c++ cycles = " << cycles1 << endl;
}