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Add **bool: IsVectorZero ( Float: Vector [ 3 ] )** to check whether a vector equals to zero. Add **SetVectorZero ( Float: Vector [ 3 ] )** to assign a vector to zero. Remove redundant tabs at some lines. Fix spelling @ **get_distance_f**. This PR intends to complete AMXX's Vector library adding new stuff to it. Also, the new two functions listed above will help plugins using this kind of stuff look more readable.
156 lines
3.7 KiB
SourcePawn
156 lines
3.7 KiB
SourcePawn
// vim: set ts=4 sw=4 tw=99 noet:
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//
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// AMX Mod X, based on AMX Mod by Aleksander Naszko ("OLO").
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// Copyright (C) The AMX Mod X Development Team.
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//
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// This software is licensed under the GNU General Public License, version 3 or higher.
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// Additional exceptions apply. For full license details, see LICENSE.txt or visit:
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// https://alliedmods.net/amxmodx-license
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//
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// Vector Functions
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//
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#if defined _corevector_included
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#endinput
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#endif
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#define _corevector_included
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/**
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* Used for angle_vector()
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*/
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#define ANGLEVECTOR_FORWARD 1
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#define ANGLEVECTOR_RIGHT 2
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#define ANGLEVECTOR_UP 3
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/**
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* Calculates the distance between two input vectors.
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*
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* @param origin1 The first vector
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* @param origin2 The second vector
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*
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* @return The distance between two input vectors
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*/
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native get_distance(const origin1[3], const origin2[3]);
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/**
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* Calculates the distance between two input float vectors.
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*
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* @param origin1 The first vector
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* @param origin2 The second vector
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*
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* @return The distance between two input vectors
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*/
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native Float:get_distance_f(const Float:origin1[3], const Float:origin2[3]);
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/**
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* Calculates velocity in the direction player is looking.
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*
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* @param iIndex Client index
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* @param iVelocity Multiply vRetValue length by this much
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* @param vRetValue Store the calculated velocity in this vector.
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*
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* @noreturn
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* @error If client is not connected or client index is not
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* within the range of 1 to MaxClients.
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*/
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native velocity_by_aim(iIndex, iVelocity, Float:vRetValue[3]);
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/**
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* Changes a vector into an angle vector.
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*
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* @param fVector Input vector
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* @param vReturn Output angle vector
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*
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* @noreturn
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*/
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native vector_to_angle(const Float:fVector[3], Float:vReturn[3]);
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/**
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* Changes an angle vector into a vector.
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*
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* @param vector Input angle vector
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* @param FRU One of the ANGLEVECTOR_* constants
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* @param ret Output vector
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*
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* @noreturn
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*/
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native angle_vector(const Float:vector[3], FRU, Float:ret[3]);
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/**
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* Calculates the length of a vector.
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*
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* @param vVector Input vector
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*
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* @return Length of the input vector
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*/
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native Float:vector_length(const Float:vVector[3]);
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/**
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* Calculates the distance between two vectors.
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*
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* @param vVector The first vector
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* @param vVector2 The second vector
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*
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* @return Distance between two input vectors
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*/
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native Float:vector_distance(const Float:vVector[3], const Float:vVector2[3]);
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/**
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* Converts an integer vector to a floating point vector.
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*
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* @param IVec Input integer vector
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* @param FVec Output float vector
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*
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* @noreturn
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*/
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stock IVecFVec(const IVec[3], Float:FVec[3])
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{
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FVec[0] = float(IVec[0]);
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FVec[1] = float(IVec[1]);
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FVec[2] = float(IVec[2]);
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return 1;
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}
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/**
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* Converts a floating point vector into an integer vector.
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*
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* @param FVec Input float vector
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* @param IVec Output integer vector
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*
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* @noreturn
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*/
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stock FVecIVec(const Float:FVec[3], IVec[3])
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{
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IVec[0] = floatround(FVec[0]);
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IVec[1] = floatround(FVec[1]);
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IVec[2] = floatround(FVec[2]);
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return 1;
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}
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/**
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* Checks if a vector is zero.
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*
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* @param Vector The input vector
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*
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* @return True if the vector is zero, false otherwise
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*/
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stock bool:IsVectorZero(const Float:Vector[3])
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{
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return (Vector[0] == 0.0 && Vector[1] == 0.0 && Vector[2] == 0.0) ? true : false;
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}
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/**
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* Sets a vector to zero
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*
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* @param Vector Vector
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*
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* @noreturn
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*/
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stock SetVectorZero(Float:Vector[3])
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{
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Vector[0] = Vector[1] = Vector[2] = 0.0;
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}
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