mirror of
https://github.com/rehlds/ReFreeLook.git
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169 lines
6.0 KiB
C
169 lines
6.0 KiB
C
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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// 2DVector - used for many pathfinding and many other
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// operations that are treated as planar rather than 3d.
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class Vector2D {
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public:
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inline Vector2D() : x(0.0), y(0.0) {}
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inline Vector2D(float X, float Y) : x(0.0), y(0.0) { x = X; y = Y; }
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inline Vector2D operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); }
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inline Vector2D operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); }
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inline Vector2D operator*(float fl) const { return Vector2D(x * fl, y * fl); }
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inline Vector2D operator/(float fl) const { return Vector2D(x / fl, y / fl); }
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inline Vector2D operator/=(float fl) const { return Vector2D(x / fl, y / fl); }
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inline float Length() const { return sqrt(x * x + y * y); }
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inline float LengthSquared() const { return (x * x + y * y); }
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operator float*() { return &x; }
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operator const float*() const { return &x; }
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inline Vector2D Normalize() const
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{
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float flLen = Length();
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if (flLen == 0)
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return Vector2D(0, 0);
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flLen = 1 / flLen;
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return Vector2D(x * flLen, y * flLen);
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}
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inline bool IsLengthLessThan(float length) const { return (LengthSquared() < length * length); }
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inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
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inline float NormalizeInPlace()
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{
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float flLen = Length();
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if (flLen == 0)
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{
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x = 1; y = 0;
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}
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else
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{
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flLen = 1 / flLen;
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x *= flLen; y *= flLen;
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}
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return flLen;
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}
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inline bool IsZero(float tolerance = 0.01f) const
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{
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return (x > -tolerance && x < tolerance &&
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y > -tolerance && y < tolerance);
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}
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// Members
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vec_t x, y;
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};
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inline float DotProduct(const Vector2D &a, const Vector2D &b) { return (a.x * b.x + a.y * b.y); }
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inline Vector2D operator*(float fl, const Vector2D &v) { return v * fl; }
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// 3D Vector
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// same data-layout as engine's vec3_t, which is a vec_t[3]
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class Vector {
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public:
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// Construction/destruction
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inline Vector() : x(0.0), y(0.0), z(0.0) {}
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inline Vector(float X, float Y, float Z) : x(0.0), y(0.0), z(0.0) { x = X; y = Y; z = Z; }
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inline Vector(const Vector &v) : x(0.0), y(0.0), z(0.0) { x = v.x; y = v.y; z = v.z; }
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inline Vector(const float rgfl[3]) : x(0.0), y(0.0), z(0.0) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
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// Operators
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inline Vector operator-() const { return Vector(-x, -y, -z); }
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inline int operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; }
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inline int operator!=(const Vector &v) const { return !(*this == v); }
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inline Vector operator+(const Vector &v) const { return Vector(x + v.x, y + v.y, z + v.z); }
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inline Vector operator-(const Vector &v) const { return Vector(x - v.x, y - v.y, z - v.z); }
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inline Vector operator*(float fl) const { return Vector(x * fl, y * fl, z * fl); }
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inline Vector operator/(float fl) const { return Vector(x / fl, y / fl, z / fl); }
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inline Vector operator/=(float fl) const{ return Vector(x / fl, y / fl, z / fl); }
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// Methods
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inline void CopyToArray(float *rgfl) const { rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; }
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inline float Length() const { return sqrt(x * x + y * y + z * z); }
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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
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operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
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inline Vector Normalize()
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{
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float flLen = Length();
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if (flLen == 0)
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return Vector(0, 0, 1);
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flLen = 1 / flLen;
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return Vector(x * flLen, y * flLen, z * flLen);
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}
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inline Vector2D Make2D() const { return Vector2D(x, y); }
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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); }
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inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
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inline float NormalizeInPlace()
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{
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float flLen = Length();
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if (flLen == 0)
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{
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x = 0; y = 0; z = 1;
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}
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else
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{
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flLen = 1 / flLen;
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x *= flLen; y *= flLen; z *= flLen;
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}
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return flLen;
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}
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inline bool IsZero(float tolerance = 0.01f) const
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{
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return (x > -tolerance && x < tolerance &&
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y > -tolerance && y < tolerance &&
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z > -tolerance && z < tolerance);
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}
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// Members
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vec_t x, y, z;
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};
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inline Vector operator*(float fl, const Vector &v) { return v * fl; }
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inline float DotProduct(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y + a.z * b.z); }
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inline float DotProduct2D(const Vector &a, const Vector &b) { return (a.x * b.x + a.y * b.y); }
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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); }
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template<class T>
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inline void SWAP(T &first, T &second)
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{
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T temp = first;
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first = second;
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second = temp;
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}
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