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koraX's utils
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koraX
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Default koraX's utils - 25-03-2005

so again something new :p

download
  • xml/cfg/ini parser
  • runtime profiler based on CPU cycles with low overhead (30 cycles)
  • 3d vector/position/angles, math stuff, compatible with HL SDK Vector class
  • loger to xml, redirecting cout
  • thread synchronization, thread creation
  • float variables comparsion, random number generator
  • ...more (detect CPU speed, string conversions, min-max, simple RGB class, ...)
  • ... and more (process and cpu id, ISO time and date format, ...)
  • all optimized for usage in hl plugins, but can be used anywhere
  • cross platform, tested undex MSVC.NET, DevC++, MinGW, gcc
  • open source, free, GPL with Half-Life exception
  • simple documentation and many examples
Just include source code into your program, include util.h in your .cpp and you can use everything. I'm using these utils in my bot and I consider them veery fast


kXBot
koraX's utils
- see my homepage for other projects (OpenGL CSG Editor, FAT16 Sim, NNetwork Sim, ...)

Last edited by koraX; 25-03-2005 at 00:32..
  
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Re: koraX's utils
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@$3.1415rin
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Default Re: koraX's utils - 25-03-2005

just looking a bit thru it, looks nice

some suggestions : accordinging to some measurements I did quite some time ago, dividing all components by a factor is faster when you calculate 1/factor first and then multiply each of them, although this might be slightly less accurate due to floating point imprecisions, but this shouldnt be a problem with bot stuff at all. you did that already in the normalize function I see.

btw, and why isnt the RGB class derived from the vector class ? since then you had all arithmetrics stuff like + - whatever there too, which might be handy together with a clamp function.


  
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Re: koraX's utils
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Default Re: koraX's utils - 25-03-2005

Quote:
Originally Posted by @$3.1415rin
btw, and why isnt the RGB class derived from the vector class ? since then you had all arithmetrics stuff like + - whatever there too, which might be handy together with a clamp function.
good point, I've done RGB class months ago and vector stuff is pretty new. But I like unsigned char for color, rather than floats


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Re: koraX's utils
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Pierre-Marie Baty
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Default Re: koraX's utils - 25-03-2005

Nice! You know what I'm thinking ? Bots United should create and maintain a bot utilities DLL



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Default Re: koraX's utils - 25-03-2005

Who says it would need to be a DLL? It could just be headers.


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Re: koraX's utils
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Cpl. Shrike
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Default Re: koraX's utils - 25-03-2005

Darn if i just knew what yr talkin about ???
  
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Re: koraX's utils
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@$3.1415rin
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Default Re: koraX's utils - 26-03-2005

Quote:
Originally Posted by koraX
good point, I've done RGB class months ago and vector stuff is pretty new. But I like unsigned char for color, rather than floats
then maybe write a "conversion" ctor or how those thingies are called


  
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Whistler
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Default Re: koraX's utils - 26-03-2005

this is from my bot, it isn't very "complicated" but may be enough for using in bots:
PHP Code:
/*
 * Copyright (c) 2004, Wei Mingzhi <whistler_wmz@users.sf.net>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License (version 2 or any later
 * version) as published by the Free Software Foundation.
 *
 * [In other words, you are welcome to use, share and improve this
 * program. You are forbidden to forbid anyone else to use, share
 * and improve what you give them.]
 *
 * As a special exception, you have permission to link this program with
 * the Half-Life 1, as long as you follow the requirements of the GNU GPL
 * in regard to all of the software aside from HL1.
 */

//
// mathlib.h
//

#ifndef MATHLIBRARY_H
#define MATHLIBRARY_H

// Use this definition globally
#define ON_EPSILON        0.01
#define EQUAL_EPSILON     0.001

#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif

#include <math.h>

#define FZero(v)       (fabs(v) < ON_EPSILON)
#define FEqual(v1, v2) (fabs((v1) - (v2)) < EQUAL_EPSILON)
#define SQUARE(f)      (f * f)

#pragma warning (disable: 4239)
#pragma warning (disable: 4244)

/**
 * This function adds or substracts 360 enough times needed to the given angle in
 * order to set it into the range [0, 360) and returns the resulting angle. Letting
 * the engine have a hand on angles that are outside these bounds may cause the
 * game to freeze by screwing up the engine math code.
 */
inline float AngleMod(float a)
{
   return (
360.0 65536) * ((int)(* (65536.0 360.0)) & 65535);
}

/**
 * This function adds or substracts 360 enough times needed to the given angle in
 * order to set it into the range [-180, 180) and returns the resulting angle. Letting
 * the engine have a hand on angles that are outside these bounds may cause the game
 * to freeze by screwing up the engine math code.
 */
inline float AngleNormalize(float angle)
{
   return (
360.0 65536) * ((int)((angle 180) * (65536.0 360.0)) & 65535) - 180;
}

// fast trig routine using inline assembly
void inline SinCosfloat radfloat *flSinfloat *flCos )
{
#ifdef __GNUC__
   // GNU style assembly, works with both GNU/Linux and MinGW
   
register double __cosr__sinr;
   
__asm __volatile__ ("fsincos" "=t" (__cosr), "=u" (__sinr) : "0" (rad));
   *
flSin __sinr;
   *
flCos __cosr;
#else
#ifndef _MSC_VER
   // don't use ASM as we're using some other compilers
   
*flSin sinf(rad);
   *
flCos cosf(rad);
#else
   // Microsoft style assembly
   
__asm {
      
fld DWORD PTR[rad]
      
fsincos
      mov edx
DWORD PTR[flCos]
      
mov eaxDWORD PTR[flSin]
      
fstp DWORD PTR[edx]
      
fstp DWORD PTR[eax]
   }
#endif
#endif
}

inline float AngleDifffloat destAnglefloat srcAngle )
{
   return 
AngleNormalize(destAngle srcAngle);
}

// 2D Vector
class Vector2D
{
public:
   
Vector2D() : x(0), y(0) {}
   
Vector2D(float afloat b) : x(a), y(b) {}
   
Vector2D(float *v) : x(v[0]), y(v[1]) {}

   
inline Vector2D operator-(void) const
   {
      return 
Vector2D(-x, -y);
   }

   
inline Vector2D operator+(const Vector2D &v) const
   {
      return 
Vector2D(v.xv.y);
   }

   
inline Vector2D operator-(const Vector2D &v) const
   {
      return 
Vector2D(v.xv.y);
   }

   
inline Vector2D operator*(float f) const
   {
      return 
Vector2D(ff);
   }

   
inline Vector2D operator/(float f) const
   {
      return 
Vector2D(ff);
   }

   
inline bool operator==(const Vector2D &v) const
   {
      return 
FEqual(xv.x) && FEqual(yv.y);
   }

   
inline bool operator!=(const Vector2D &v) const
   {
      return !
FEqual(xv.x) && !FEqual(yv.y);
   }

   
inline double Length() const
   {
      return 
sqrt((double)* (double)+ (double)* (double)y);
   }

   
inline double LengthSquared() const
   {
      return (double)
* (double)+ (double)* (double)y;
   }

   
inline operator float *()
   {
      return &
x;
   }

   
inline operator const float *() const
   {
      return &
x;
   }

   
inline Vector2D Normalize(void) const
   {
      if (
FZero(x) && FZero(y))
         return 
Vector2D(00); // reliability check

      
double l Length();
      return 
Vector2D(ll);
   }

   
float         xy;
};

inline double DotProduct(const Vector2D &a, const Vector2D &b)
{
   return (double)
a.* (double)b.+ (double)a.+ (double)b.y;
}

// 3D Vector
class Vector
{
public:
   
Vector() : x(0), y(0), z(0) {}
   
Vector(float afloat bfloat c) : x(a), y(b), z(c) {}
   
Vector(float *v) : x(v[0]), y(v[1]), z(v[2]) {}

   
inline Vector operator-(void) const
   {
      return 
Vector(-x, -y, -z);
   }

   
inline Vector operator+(const Vector &v) const
   {
      return 
Vector(v.xv.yv.z);
   }

   
inline Vector operator-(const Vector &v) const
   {
      return 
Vector(v.xv.yv.z);
   }

   
inline Vector operator*(float f) const
   {
      return 
Vector(fff);
   }

   
inline Vector operator/(float f) const
   {
      return 
Vector(fff);
   }

   
inline bool operator==(const Vector &v) const
   {
      return 
FEqual(xv.x) && FEqual(yv.y) && FEqual(zv.z);
   }

   
inline bool operator!=(const Vector &v) const
   {
      return !
FEqual(xv.x) && !FEqual(yv.y) && !FEqual(zv.z);
   }

   
inline double Length() const
   {
      return 
sqrt((double)* (double)+ (double)* (double)+
                  (double)
* (double)z);
   }

   
inline double LengthSquared() const
   {
      return (double)
* (double)+ (double)* (double)+
             (double)
* (double)z;
   }

   
inline double Length2D() const
   {
      return 
sqrt((double)* (double)+ (double)* (double)y);
   }

   
inline double LengthSquared2D() const
   {
      return (double)
* (double)+ (double)* (double)y;
   }

   
inline operator float *()
   {
      return &
x;
   }

   
inline operator const float *() const
   {
      return &
x;
   }

   
inline Vector Normalize(void) const
   {
      if (
FZero(x) && FZero(y) && FZero(z))
         return 
Vector(001); // reliability check

      
double l Length();
      return 
Vector(lll);
   }

   
inline Vector2D Make2D(void) const
   {
      return 
Vector2D(xy);
   }

   
inline void ClampAngles(void)
   {
      
AngleNormalize(x);
      
AngleNormalize(y);
      
0;
   }

   
// The purpose of this function is to convert a spatial location determined by the vector
   // passed in into an absolute Y angle (yaw) from the origin of the world.
   
inline float ToYaw(void) const
   {
      if (
FZero(x) && FZero(y))
         return 
0;
      else
         return 
atan2(yx) * (180 M_PI);
   }

   
// The purpose of this function is to convert a spatial location determined by the vector
   // passed in into an absolute X angle (pitch) from the origin of the world.
   
inline float ToPitch(void) const
   {
      if (
FZero(x) && FZero(y))
         return 
0;
      else
         return 
atan2(zLength2D()) * (180 M_PI);
   }

   
// The purpose of this function is to convert a spatial location determined by the vector
   // passed in into absolute angles from the origin of the world.
   
inline Vector ToAngles(void) const
   {
      
float yawpitch;

      if (
FZero(x) && FZero(y)) {
         
yaw 0;
         
pitch = (0) ? 90 270;
      } else {
         
yaw atan2(yx) * (180 M_PI);
         
pitch atan2(zLength2D()) * (180 M_PI);
      }

      return 
Vector(pitchyaw0);
   }

   
// This function builds a 3D referential from a view angle, that is to say, the relative
   // "forward", "right" and "upwards" direction that a player would have if he were facing this
   // view angle. World angles are stored in Vector structs too, the "x" component corresponding
   // to the X angle (horizontal angle), and the "y" component corresponding to the Y angle
   // (vertical angle).
   
inline void AngleVectorsVector *v_forward,
                             
Vector *v_right 0,
                             
Vector *v_up ) const
   {
      
float sp 0cp 0sy 0cy 0sr 0cr 0;
      
float angle * (M_PI 180);
      
SinCos(angle, &sp, &cp);
      
angle * (M_PI 180);
      
SinCos(angle, &sy, &cy);
      
angle * (M_PI 180);
      
SinCos(angle, &sr, &cr);

      if (
v_forward) {
         
v_forward->cp cy;
         
v_forward->cp sy;
         
v_forward->= -sp;
      }

      if (
v_right) {
         
v_right->= -sr sp cy cr sy;
         
v_right->= -sr sp sy cr cy;
         
v_right->= -sr cp;
      }

      if (
v_up) {
         
v_up->cr sp cy sr sy;
         
v_up->cr sp sy sr cy;
         
v_up->cr cp;
      }
   }

   
// This function returns the angle in degrees between the two vectors, regardless of
   // the axial planes (ie, considering the plane formed by the vectors themselves)
   
inline float AngleOf(const Vector &v)
   {
      
Vector v1 Normalize(), v2 v.Normalize();
      return 
acos((double)v1.* (double)v2.+ (double)v1.* (double)v2.+
                  (double)
v1.* (double)v2.z);
   }

   
float xyz;
};

static const 
Vector NULLVEC(000);

inline double DotProduct(const Vector &a, const Vector &b)
{
   return (double)
a.* (double)b.+ (double)a.* (double)b.+
          (double)
a.* (double)b.z;
}

inline Vector CrossProduct(const Vector &a, const Vector &b)
{
   return 
Vector((double)a.* (double)b.- (double)a.* (double)b.y,
                 (double)
a.* (double)b.- (double)a.* (double)b.z,
                 (double)
a.* (double)b.- (double)a.* (double)b.x);
}

// Returns if the specified point is inside the bounding box specified
// by origin, mins, maxs.
inline bool PointInsideBoundingBox(const Vector &point,
                                   const 
Vector &origin,
                                   const 
Vector &mins,
                                   const 
Vector &maxs)
{
   
float deltaX origin.point.x;
   
float deltaY origin.point.y;
   
float deltaZ origin.point.z;

   return (
deltaX >= mins.&& deltaX <= maxs.&&
      
deltaY >= mins.&& deltaY <= maxs.&&
      
deltaZ >= mins.&& deltaZ <= maxs.z);
}

// Returns if the specified two bounding boxes are touching each other.
inline bool BoundingBoxesTouching(const Vector &origin1,
                                  const 
Vector &mins1,
                                  const 
Vector &maxs1,
                                  const 
Vector &origin2,
                                  const 
Vector &mins2,
                                  const 
Vector &maxs2)
{
   return (
origin1.maxs1.>= origin2.mins2.&&
           
origin1.mins1.<= origin2.maxs2.&&
           
origin1.maxs1.>= origin2.mins2.&&
           
origin1.mins1.<= origin2.maxs2.&&
           
origin1.maxs1.>= origin2.mins2.&&
           
origin1.mins1.<= origin2.maxs2.z);
}

#endif 
warning: this hasn't been fully tested anyway so be aware of (possible) bugs

Last edited by Whistler; 26-03-2005 at 14:45..
  
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Re: koraX's utils
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@$3.1415rin
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Default Re: koraX's utils - 26-03-2005

yep, that sincos asm stuff would be definately something to have on a 'bots united util lib'

although i'm not sure about that 2d vector, would it be missed if it wasnt there ?


  
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Re: koraX's utils
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Pierre-Marie Baty
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Default Re: koraX's utils - 26-03-2005

nice comments in Whistler's code

why not maintain this ASM stuff in the wiki ?



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Last edited by Pierre-Marie Baty; 26-03-2005 at 19:45..
  
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