#include #include "math.h" #include "interfaces.h" using _m128 = __m128; namespace math { uint32_t md5_pseudorandom( uint32_t seed ) { using fn = uint32_t( __thiscall * )( uint32_t seed ); static auto func = pattern::first_code_match< fn >( cl.m_chl.dll( ), xors( "55 8B EC 83 E4 F8 83 EC 70 6A 58" ) ); if( !func ) { return 0; } return func( seed ); } static const __declspec( align( 16 ) ) uint32_t g_simd_component_mask[ 4 ][ 4 ] = { { 0xFFFFFFFF, 0, 0, 0 }, { 0, 0xFFFFFFFF, 0, 0 }, { 0, 0, 0xFFFFFFFF, 0 }, { 0, 0, 0, 0xFFFFFFFF } }; void concat_transforms( const matrix3x4& in, const matrix3x4& in2, matrix3x4& out ) { //SSE concat transforms - turbo mode engaged _m128 last_mask = *( _m128* )( &g_simd_component_mask[ 3 ] ); _m128 row_a0 = _mm_loadu_ps( in[ 0 ] ); _m128 row_a1 = _mm_loadu_ps( in[ 1 ] ); _m128 row_a2 = _mm_loadu_ps( in[ 2 ] ); _m128 row_b0 = _mm_loadu_ps( in2[ 0 ] ); _m128 row_b1 = _mm_loadu_ps( in2[ 1 ] ); _m128 row_b2 = _mm_loadu_ps( in2[ 2 ] ); _m128 a0 = _mm_shuffle_ps( row_a0, row_a0, _MM_SHUFFLE( 0, 0, 0, 0 ) ); _m128 a1 = _mm_shuffle_ps( row_a0, row_a0, _MM_SHUFFLE( 1, 1, 1, 1 ) ); _m128 a2 = _mm_shuffle_ps( row_a0, row_a0, _MM_SHUFFLE( 2, 2, 2, 2 ) ); _m128 mul00 = _mm_mul_ps( a0, row_b0 ); _m128 mul01 = _mm_mul_ps( a1, row_b1 ); _m128 mul02 = _mm_mul_ps( a2, row_b2 ); _m128 out0 = _mm_add_ps( mul00, _mm_add_ps( mul01, mul02 ) ); a0 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 0, 0, 0, 0 ) ); a1 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 1, 1, 1, 1 ) ); a2 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 2, 2, 2, 2 ) ); _m128 mul10 = _mm_mul_ps( a0, row_b0 ); _m128 mul11 = _mm_mul_ps( a1, row_b1 ); _m128 mul12 = _mm_mul_ps( a2, row_b2 ); _m128 out1 = _mm_add_ps( mul10, _mm_add_ps( mul11, mul12 ) ); a0 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 0, 0, 0, 0 ) ); a1 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 1, 1, 1, 1 ) ); a2 = _mm_shuffle_ps( row_a2, row_a2, _MM_SHUFFLE( 2, 2, 2, 2 ) ); _m128 mul20 = _mm_mul_ps( a0, row_b0 ); _m128 mul21 = _mm_mul_ps( a0, row_b1 ); _m128 mul22 = _mm_mul_ps( a0, row_b2 ); _m128 out2 = _mm_add_ps( mul20, _mm_add_ps( mul21, mul22 ) ); a0 = _mm_and_ps( row_a0, last_mask ); a1 = _mm_and_ps( row_a1, last_mask ); a2 = _mm_and_ps( row_a2, last_mask ); out0 = _mm_add_ps( out0, a0 ); out1 = _mm_add_ps( out1, a1 ); out2 = _mm_add_ps( out2, a2 ); *( _m128* )( out[ 0 ] ) = out0; *( _m128* )( out[ 1 ] ) = out1; *( _m128* )( out[ 2 ] ) = out2; } void math::set_matrix_position( vec3_t pos, matrix3x4& matrix ) { for( size_t i{ }; i < 3; ++i ) { matrix[ i ][ 3 ] = pos[ i ]; } } vec3_t math::get_matrix_position( const matrix3x4& src ) { return vec3_t( src[ 0 ][ 3 ], src[ 1 ][ 3 ], src[ 2 ][ 3 ] ); } void angle_matrix( vec3_t angles, matrix3x4& matrix ) { float sr, sp, sy, cr, cp, cy; sp = sinf( angles.x * M_PIRAD ); cp = cosf( angles.x * M_PIRAD ); sy = sinf( angles.y * M_PIRAD ); cy = cosf( angles.y * M_PIRAD ); sr = sinf( angles.z * M_PIRAD ); cr = cosf( angles.z * M_PIRAD ); matrix[ 0 ][ 0 ] = cp * cy; matrix[ 1 ][ 0 ] = cp * sy; matrix[ 2 ][ 0 ] = -sp; float crcy = cr * cy; float crsy = cr * sy; float srcy = sr * cy; float srsy = sr * sy; matrix[ 0 ][ 1 ] = sp * srcy - crsy; matrix[ 1 ][ 1 ] = sp * srsy + crcy; matrix[ 2 ][ 1 ] = sr * cp; matrix[ 0 ][ 2 ] = ( sp*crcy + srsy ); matrix[ 1 ][ 2 ] = ( sp*crsy - srcy ); matrix[ 2 ][ 2 ] = cr * cp; matrix[ 0 ][ 3 ] = 0.f; matrix[ 1 ][ 3 ] = 0.f; matrix[ 2 ][ 3 ] = 0.f; } void angle_imatrix( vec3_t angles, matrix3x4& matrix ) { float sr, sp, sy, cr, cp, cy; sp = sinf( angles.x * M_PIRAD ); cp = cosf( angles.x * M_PIRAD ); sy = sinf( angles.y * M_PIRAD ); cy = cosf( angles.y * M_PIRAD ); sr = sinf( angles.z * M_PIRAD ); cr = cosf( angles.z * M_PIRAD ); matrix[ 0 ][ 0 ] = cp * cy; matrix[ 0 ][ 1 ] = cp * sy; matrix[ 0 ][ 2 ] = -sp; matrix[ 1 ][ 0 ] = sr * sp*cy + cr * -sy; matrix[ 1 ][ 1 ] = sr * sp*sy + cr * cy; matrix[ 1 ][ 2 ] = sr * cp; matrix[ 2 ][ 0 ] = ( cr*sp*cy + -sr * -sy ); matrix[ 2 ][ 1 ] = ( cr*sp*sy + -sr * cy ); matrix[ 2 ][ 2 ] = cr * cp; matrix[ 0 ][ 3 ] = 0.f; matrix[ 1 ][ 3 ] = 0.f; matrix[ 2 ][ 3 ] = 0.f; } void angle_matrix( vec3_t angles, matrix3x4& matrix, vec3_t origin ) { angle_matrix( angles, matrix ); set_matrix_position( origin, matrix ); } vec3_t matrix_angles( const matrix3x4& matrix ) { //thx strackoverflow vec3_t angles; float forward[ 3 ]; float left[ 3 ]; float up[ 3 ]; forward[ 0 ] = matrix[ 0 ][ 0 ]; forward[ 1 ] = matrix[ 1 ][ 0 ]; forward[ 2 ] = matrix[ 2 ][ 0 ]; left[ 0 ] = matrix[ 0 ][ 1 ]; left[ 1 ] = matrix[ 1 ][ 1 ]; left[ 2 ] = matrix[ 2 ][ 1 ]; up[ 2 ] = matrix[ 2 ][ 2 ]; float xy_dist = sqrtf( forward[ 0 ] * forward[ 0 ] + forward[ 1 ] * forward[ 1 ] ); if( xy_dist > 0.001f ) { angles.y = RAD2DEG( atan2f( forward[ 1 ], forward[ 0 ] ) ); angles.x = RAD2DEG( atan2f( -forward[ 2 ], xy_dist ) ); angles.z = RAD2DEG( atan2f( left[ 2 ], up[ 2 ] ) ); } else { angles.y = RAD2DEG( atan2f( -left[ 0 ], left[ 1 ] ) ); angles.x = RAD2DEG( atan2f( -forward[ 2 ], xy_dist ) ); angles.z = 0; } return angles; } void rotate_matrix( vec3_t angles, vec3_t origin, float degrees, matrix3x4& matrix ) { angles.y += degrees; angles.clamp( ); vec3_t rotated( 0, degrees, 0 ); matrix3x4 rotated_matrix; angle_matrix( rotated, rotated_matrix ); vec3_t delta = get_matrix_position( matrix ) - origin; vec3_t out = vector_transform( delta, rotated_matrix ); matrix3x4 bone_rotation, matrix_out; memcpy( &bone_rotation, &matrix, sizeof( matrix3x4 ) ); set_matrix_position( vec3_t( ), bone_rotation ); concat_transforms( rotated_matrix, bone_rotation, matrix_out ); auto angles_out = matrix_angles( matrix_out ); angle_matrix( angles_out, matrix, out ); } float __vectorcall dist_segment_to_segment( vec3_t s1, vec3_t s2, vec3_t k1, vec3_t k2 ) { vec3_t u = s2 - s1; vec3_t v = k2 - k1; vec3_t w = s1 - k1; float a = u.dot( u ); float b = u.dot( v ); float c = v.dot( v ); float d = u.dot( w ); float e = v.dot( w ); float D = a * c - b * b; float sc, sN, sD = D; float tc, tN, tD = D; if( D < SMALL_NUM ) { sN = 0.0f; sD = 1.0f; tN = e; tD = c; } else { sN = ( b*e - c * d ); tN = ( a*e - b * d ); if( sN < 0.0f ) { sN = 0.0f; tN = e; tD = c; } else if( sN > sD ) { sN = sD; tN = e + b; tD = c; } } if( tN < 0.0f ) { tN = 0.0; if( -d < 0.0f ) sN = 0.0; else if( -d > a ) sN = sD; else { sN = -d; sD = a; } } else if( tN > tD ) { tN = tD; if( ( -d + b ) < 0.0f ) sN = 0; else if( ( -d + b ) > a ) sN = sD; else { sN = ( -d + b ); sD = a; } } sc = ( abs( sN ) < SMALL_NUM ? 0.0f : sN / sD ); tc = ( abs( tN ) < SMALL_NUM ? 0.0f : tN / tD ); vec3_t dP = w + ( u * sc ) - ( v * tc ); return dP.length( ); } }