/* * * 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 2 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, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef VECTOR_H #define VECTOR_H #ifdef _WIN32 #pragma once #endif /* <5d3ffa> ../cstrike/dlls/vector.h:26 */ class Vector2D { public: vec_t x, y; inline Vector2D(void) : x(0.0), y(0.0) { } inline Vector2D(float X, float Y) : x(0.0), y(0.0) { x = X; y = Y; } inline Vector2D operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); } inline Vector2D operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); } #ifdef HOOK_GAMEDLL inline Vector2D operator*(float_precision fl) const { return Vector2D((vec_t)(x * fl), (vec_t)(y * fl)); } inline Vector2D operator/(float_precision fl) const { return Vector2D((vec_t)(x / fl), (vec_t)(y / fl)); } inline Vector2D operator/=(float_precision fl) const { return Vector2D((vec_t)(x / fl), (vec_t)(y / fl)); } #else inline Vector2D operator*(float fl) const { return Vector2D(x * fl, y * fl); } inline Vector2D operator/(float fl) const { return Vector2D(x / fl, y / fl); } inline Vector2D operator/=(float fl) const { return Vector2D(x / fl, y / fl); } #endif // HOOK_GAMEDLL inline double Length(void) const { return sqrt((float_precision)(x * x + y * y)); } inline float LengthSquared(void) const { return (x * x + y * y); } inline Vector2D Normalize(void) const { float_precision flLen = Length(); if (!flLen) return Vector2D(0, 0); flLen = 1 / flLen; #ifdef HOOK_GAMEDLL return Vector2D((vec_t)(x * flLen), (vec_t)(y * flLen)); #else return Vector2D(x * flLen, y * flLen); #endif // HOOK_GAMEDLL } inline bool IsLengthLessThan(float length) const { return (LengthSquared() < length * length); } inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); } inline float_precision NormalizeInPlace(void) { float_precision flLen = Length(); if (flLen > 0.0) { x /= (vec_t)flLen; y /= (vec_t)flLen; } else { x = 1.0; y = 0.0; } return flLen; } inline bool IsZero(float tolerance = 0.01f) const { return (x > -tolerance && x < tolerance && y > -tolerance && y < tolerance); } };/* size: 8, cachelines: 1, members: 2 */ inline float DotProduct(const Vector2D &a, const Vector2D &b) { return (a.x * b.x + a.y * b.y); } inline Vector2D operator*(float fl, const Vector2D &v) { return v * fl; } /* <5e2e91> ../cstrike/dlls/vector.h:104 */ class Vector { public: vec_t x, y, z; inline Vector(void) : x(0.0), y(0.0), z(0.0) { } inline Vector(float X, float Y, float Z) : x(0.0), y(0.0), z(0.0) { x = X; y = Y; z = Z; } inline Vector(const Vector &v) : x(0.0), y(0.0), z(0.0) { x = v.x; y = v.y; z = v.z; } inline Vector(const float rgfl[3]) : x(0.0), y(0.0), z(0.0) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } inline Vector operator-(void) const { return Vector(-x, -y, -z); } inline int operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; } inline int operator!=(const Vector &v) const { return !(*this == v); } inline Vector operator+(const Vector &v) const { return Vector(x + v.x, y + v.y, z + v.z); } inline Vector operator-(const Vector &v) const { return Vector(x - v.x, y - v.y, z - v.z); } #ifdef HOOK_GAMEDLL inline Vector operator*(float_precision fl) const { return Vector((vec_t)(x * fl), (vec_t)(y * fl), (vec_t)(z * fl)); } inline Vector operator/(float_precision fl) const { return Vector((vec_t)(x / fl), (vec_t)(y / fl), (vec_t)(z / fl)); } inline Vector operator/=(float_precision fl) const { return Vector((vec_t)(x / fl), (vec_t)(y / fl), (vec_t)(z / fl)); } #else inline Vector operator*(float fl) const { return Vector(x * fl, y * fl, z * fl); } inline Vector operator/(float fl) const { return Vector(x / fl, y / fl, z / fl); } inline Vector operator/=(float fl) const { return Vector(x / fl, y / fl, z / fl); } #endif // HOOK_GAMEDLL inline void CopyToArray(float *rgfl) const { rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; } inline float_precision Length(void) const { float_precision x1 = (float_precision)x; float_precision y1 = (float_precision)y; float_precision z1 = (float_precision)z; return sqrt(x1 * x1 + y1 * y1 + z1 * z1); //return sqrt((float_precision)(x * x + y * y + z * z)); } inline float LengthSquared(void) const { return (x * x + y * y + z * z); } operator float*() { return &x; } operator const float*() const { return &x; } #ifndef HOOK_GAMEDLL inline Vector Normalize(void) { float flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); flLen = 1 / flLen; return Vector(x * flLen, y * flLen, z * flLen); } #else inline Vector Normalize(void) { float_precision flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); vec_t fTemp = (vec_t)(1 / flLen); return Vector(x * fTemp, y * fTemp, z * fTemp); } // for out precision normalize inline Vector NormalizePrecision(void) { #ifndef HOOK_GAMEDLL return Normalize(); #else float_precision flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); flLen = 1 / flLen; return Vector((vec_t)(x * flLen), (vec_t)(y * flLen), (vec_t)(z * flLen)); #endif // HOOK_GAMEDLL } #endif // HOOK_GAMEDLL inline Vector2D Make2D(void) const { Vector2D Vec2; Vec2.x = x; Vec2.y = y; return Vec2; } inline double Length2D(void) const { return sqrt((float_precision)(x * x + y * y)); } inline bool IsLengthLessThan(float length) const { return (LengthSquared() < length * length); } inline bool IsLengthGreaterThan(float length) const { UNTESTED return (LengthSquared() > length * length); } inline float_precision NormalizeInPlace(void) { float_precision flLen = Length(); if (flLen > 0.0) { x /= (vec_t)flLen; y /= (vec_t)flLen; z /= (vec_t)flLen; } else { x = 0.0; y = 0.0; z = 1.0; } return flLen; } inline bool IsZero(float tolerance = 0.01f) const { return (x > -tolerance && x < tolerance && y > -tolerance && y < tolerance && z > -tolerance && z < tolerance); } };/* size: 12, cachelines: 1, members: 3 */ /* <1c0d1> ../cstrike/dlls/vector.h:184 */ inline Vector operator*(float fl, const Vector &v) { return v * fl; } /* <5d9a4> ../cstrike/dlls/vector.h:185 */ inline float_precision DotProduct(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y + a.z * b.z); } /* <1ba548> ../cstrike/dlls/vector.h:186 */ inline Vector CrossProduct(const Vector &a, const Vector &b) { return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); } template inline void SWAP(T &first, T &second) { T temp = first; first = second; second = temp; } template< typename X, typename Y, typename Z, typename LenType > inline LenType LengthSubtract(Vector vecStart, Vector vecDest) { X floatX = (vecDest.x - vecStart.x); Y floatY = (vecDest.y - vecStart.y); Z floatZ = (vecDest.z - vecStart.z); return sqrt((float_precision)(floatX * floatX + floatY * floatY + floatZ * floatZ)); } template< typename X, typename Y, typename Z, typename LenType > inline Vector NormalizeSubtract(Vector vecStart, Vector vecDest) { Vector dir; #ifdef HOOK_GAMEDLL X floatX = (vecDest.x - vecStart.x); Y floatY = (vecDest.y - vecStart.y); Z floatZ = (vecDest.z - vecStart.z); LenType flLen = sqrt((float_precision)(floatX * floatX + floatY * floatY + floatZ * floatZ)); if (flLen == 0.0) { dir = Vector(0, 0, 1); } else { flLen = 1.0 / flLen; dir.x = (vec_t)(floatX * flLen); dir.y = (vec_t)(floatY * flLen); dir.z = (vec_t)(floatZ * flLen); } #else dir = (vecDest - vecStart).Normalize(); #endif // HOOK_GAMEDLL return dir; } #endif // VECTOR_H