ReChecker/dlls/vector.h

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/*
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*
* 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.
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*
* 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.
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*
* 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.
*
*/
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#pragma once
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// 2DVector - used for many pathfinding and many other
// operations that are treated as planar rather than 3d.
class Vector2D {
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public:
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// Construction/destruction
inline Vector2D() : x(), y() {}
inline Vector2D(float X, float Y) : x(X), y(Y) {}
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inline Vector2D(const Vector2D &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; }
// Operators
inline bool operator==(const Vector2D &v) const { return x == v.x && y == v.y; }
inline bool operator!=(const Vector2D &v) const { return !(*this == v); }
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); }
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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); }
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); }
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); }
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); }
inline float Length() const { return sqrt(x * x + y * y); }
inline float LengthSquared() const { return (x * x + y * y); }
operator float*() { return &x; }
operator const float*() const { return &x; }
inline Vector2D Normalize() const
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{
float flLen = Length();
if (flLen == 0)
return Vector2D(0, 0);
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flLen = 1 / flLen;
return Vector2D(x * flLen, y * flLen);
}
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inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
inline float NormalizeInPlace()
{
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float flLen = Length();
if (flLen == 0)
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{
x = 1; y = 0;
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}
else
{
flLen = 1 / flLen;
x *= flLen; y *= flLen;
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}
return flLen;
}
inline bool IsZero(float tolerance = 0.01f) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance);
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}
// Members
vec_t x, y;
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};
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; }
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// 3D Vector
// same data-layout as engine's vec3_t, which is a vec_t[3]
class Vector {
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public:
// Construction/destruction
inline Vector() : x(), y(), z() {}
inline Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
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inline Vector(const Vector &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; *(int *)&z = *(int *)&v.z; }
inline Vector(const float rgfl[3]) { *(int *)&x = *(int *)&rgfl[0]; *(int *)&y = *(int *)&rgfl[1]; *(int *)&z = *(int *)&rgfl[2]; }
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// Operators
inline Vector operator-() const { return Vector(-x, -y, -z); }
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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); }
inline bool operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; }
inline bool 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); }
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); }
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); }
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); }
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// Methods
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inline void CopyToArray(float *rgfl) const { *(int *)&rgfl[0] = *(int *)&x; *(int *)&rgfl[1] = *(int *)&y; *(int *)&rgfl[2] = *(int *)&z; }
inline float Length() const { return sqrt(x * x + y * y + z * z); }
inline float LengthSquared() const { return (x * x + y * y + z * z); }
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operator float*() { return &x; } // Vectors will now automatically convert to float * when needed
operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
inline Vector Normalize()
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{
float flLen = Length();
if (flLen == 0)
return Vector(0, 0, 1);
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flLen = 1 / flLen;
return Vector(x * flLen, y * flLen, z * flLen);
}
inline Vector2D Make2D() const
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{
Vector2D Vec2;
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*(int *)&Vec2.x = *(int *)&x;
*(int *)&Vec2.y = *(int *)&y;
return Vec2;
}
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inline float Length2D() const { return sqrt(x * x + y * y); }
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inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
inline float NormalizeInPlace()
{
float flLen = Length();
if (flLen == 0)
{
x = 0; y = 0; z = 1;
}
else
{
flLen = 1 / flLen;
x *= flLen; y *= flLen; z *= flLen;
}
return flLen;
}
inline bool IsZero(float tolerance = 0.01f) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance);
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}
// Members
vec_t x, y, z;
};
inline Vector operator*(float fl, const Vector &v) { return v * fl; }
inline float DotProduct(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y + a.z * b.z); }
inline float DotProduct2D(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y); }
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); }