ReGameDLL_CS/regamedll/dlls/vector.h
2019-09-22 21:29:29 +07:00

427 lines
12 KiB
C++

/*
*
* 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.
*
*/
#pragma once
// Used for many pathfinding and many other operations that are treated as planar rather than 3D.
class Vector2D
{
public:
// Construction/destruction
Vector2D() : x(), y() {}
Vector2D(float X, float Y) : x(X), y(Y) {}
Vector2D(const Vector2D &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; }
// Operators
decltype(auto) operator-() const { return Vector2D(-x, -y); }
bool operator==(const Vector2D &v) const { return x == v.x && y == v.y; }
bool operator!=(const Vector2D &v) const { return !(*this == v); }
decltype(auto) operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); }
decltype(auto) operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); }
decltype(auto) operator*(const Vector2D &v) const { return Vector2D(x * v.x, y * v.y); }
decltype(auto) operator/(const Vector2D &v) const { return Vector2D(x / v.x, y / v.y); }
decltype(auto) operator+=(const Vector2D &v) { return (*this = *this + v); }
decltype(auto) operator-=(const Vector2D &v) { return (*this = *this - v); }
decltype(auto) operator*=(const Vector2D &v) { return (*this = *this * v); }
decltype(auto) operator/=(const Vector2D &v) { return (*this = *this / v); }
decltype(auto) operator+(float fl) const { return Vector2D(x + fl, y + fl); }
decltype(auto) operator-(float fl) const { return Vector2D(x - fl, y - fl); }
// TODO: FIX ME!!
#ifdef PLAY_GAMEDLL
decltype(auto) operator*(float fl) const { return Vector2D(vec_t(x * fl), vec_t(y * fl)); }
decltype(auto) operator/(float fl) const { return Vector2D(vec_t(x / fl), vec_t(y / fl)); }
#else
decltype(auto) operator*(float fl) const { return Vector2D(x * fl, y * fl); }
decltype(auto) operator/(float fl) const { return Vector2D(x / fl, y / fl); }
#endif
decltype(auto) operator=(std::nullptr_t) { return Vector2D(0, 0); }
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
// Methods
inline void Clear() { x = 0; y = 0; }
inline void CopyToArray(float *rgfl) const { *(int *)&rgfl[0] = *(int *)&x; *(int *)&rgfl[1] = *(int *)&y; }
inline real_t Length() const { return Q_sqrt(real_t(x * x + y * y)); } // Get the vector's magnitude
inline float LengthSquared() const { return (x * x + y * y); } // Get the vector's magnitude squared
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
Vector2D Normalize() const
{
real_t flLen = Length();
if (!flLen)
return Vector2D(0, 0);
flLen = 1 / flLen;
#ifdef PLAY_GAMEDLL
return Vector2D(vec_t(x * flLen), vec_t(y * flLen));
#else
return Vector2D(x * flLen, y * flLen);
#endif // PLAY_GAMEDLL
}
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
real_t NormalizeInPlace()
{
real_t flLen = Length();
if (flLen > 0.0)
{
x = vec_t(1 / flLen * x);
y = vec_t(1 / flLen * y);
}
else
{
x = 1.0;
y = 0.0;
}
return flLen;
}
bool IsZero(float tolerance = 0.01f) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance);
}
// Members
vec_t x, y;
};
inline real_t 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;
}
// 3D Vector
// Same data-layout as engine's vec3_t, which is a vec_t[3]
class Vector
{
public:
// Construction/destruction
Vector() : x(), y(), z() {}
Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
Vector(const Vector &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; *(int *)&z = *(int *)&v.z; }
Vector(const float rgfl[3]) { *(int *)&x = *(int *)&rgfl[0]; *(int *)&y = *(int *)&rgfl[1]; *(int *)&z = *(int *)&rgfl[2]; }
// Operators
decltype(auto) operator-() const { return Vector(-x, -y, -z); }
bool operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; }
bool operator!=(const Vector &v) const { return !(*this == v); }
decltype(auto) operator+(const Vector &v) const { return Vector(x + v.x, y + v.y, z + v.z); }
decltype(auto) operator-(const Vector &v) const { return Vector(x - v.x, y - v.y, z - v.z); }
decltype(auto) operator*(const Vector &v) const { return Vector(x * v.x, y * v.y, z * v.z); }
decltype(auto) operator/(const Vector &v) const { return Vector(x / v.x, y / v.y, z / v.z); }
decltype(auto) operator+=(const Vector &v) { return (*this = *this + v); }
decltype(auto) operator-=(const Vector &v) { return (*this = *this - v); }
decltype(auto) operator*=(const Vector &v) { return (*this = *this * v); }
decltype(auto) operator/=(const Vector &v) { return (*this = *this / v); }
decltype(auto) operator+(float fl) const { return Vector(x + fl, y + fl, z + fl); }
decltype(auto) operator-(float fl) const { return Vector(x - fl, y - fl, z - fl); }
// TODO: FIX ME!!
#ifdef PLAY_GAMEDLL
decltype(auto) operator*(float fl) const { return Vector(vec_t(x * fl), vec_t(y * fl), vec_t(z * fl)); }
decltype(auto) operator/(float fl) const { return Vector(vec_t(x / fl), vec_t(y / fl), vec_t(z / fl)); }
#else
decltype(auto) operator*(float fl) const { return Vector(x * fl, y * fl, z * fl); }
decltype(auto) operator/(float fl) const { return Vector(x / fl, y / fl, z / fl); }
#endif
decltype(auto) operator=(std::nullptr_t) { return Vector(0, 0, 0); }
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
// Methods
void Clear()
{
x = 0;
y = 0;
z = 0;
}
void CopyToArray(float *rgfl) const
{
*(int *)&rgfl[0] = *(int *)&x;
*(int *)&rgfl[1] = *(int *)&y;
*(int *)&rgfl[2] = *(int *)&z;
}
// Get the vector's magnitude
real_t Length() const
{
real_t x1 = real_t(x);
real_t y1 = real_t(y);
real_t z1 = real_t(z);
return Q_sqrt(x1 * x1 + y1 * y1 + z1 * z1);
}
// Get the vector's magnitude squared
real_t LengthSquared() const { return (x * x + y * y + z * z); }
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
#ifndef PLAY_GAMEDLL
Vector Normalize() const
{
float flLen = Length();
if (flLen == 0)
return Vector(0, 0, 1);
flLen = 1 / flLen;
return Vector(x * flLen, y * flLen, z * flLen);
}
#else
Vector Normalize()
{
real_t 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);
}
#endif // PLAY_GAMEDLL
// for out precision normalize
Vector NormalizePrecision() const
{
#ifndef PLAY_GAMEDLL
return Normalize();
#else
real_t 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 // PLAY_GAMEDLL
}
Vector2D Make2D() const
{
Vector2D Vec2;
*(int *)&Vec2.x = *(int *)&x;
*(int *)&Vec2.y = *(int *)&y;
return Vec2;
}
real_t Length2D() const { return Q_sqrt(real_t(x * x + y * y)); }
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
#ifdef PLAY_GAMEDLL
template<typename T = real_t>
real_t NormalizeInPlace()
{
T flLen = Length();
if (flLen > 0)
{
x = vec_t(1 / flLen * x);
y = vec_t(1 / flLen * y);
z = vec_t(1 / flLen * z);
}
else
{
x = 0;
y = 0;
z = 1;
}
return flLen;
}
#else // PLAY_GAMEDLL
float NormalizeInPlace()
{
float flLen = Length();
if (flLen > 0)
{
x /= flLen;
y /= flLen;
z /= flLen;
}
else
{
x = 0;
y = 0;
z = 1;
}
return flLen;
}
#endif // PLAY_GAMEDLL
bool IsZero(float tolerance = 0.01f) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance);
}
// Members
vec_t x, y, z;
};
inline Vector operator*(float fl, const Vector &v)
{
return v * fl;
}
inline real_t DotProduct(const Vector &a, const Vector &b)
{
return (a.x * b.x + a.y * b.y + a.z * b.z);
}
inline real_t 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);
}
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 Q_sqrt(real_t(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 PLAY_GAMEDLL
X floatX = (vecDest.x - vecStart.x);
Y floatY = (vecDest.y - vecStart.y);
Z floatZ = (vecDest.z - vecStart.z);
LenType flLen = Q_sqrt(real_t(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 // PLAY_GAMEDLL
return dir;
}
#ifdef PLAY_GAMEDLL
template<typename X, typename Y, typename LenType>
inline Vector NormalizeMulScalar(Vector2D vec, float scalar)
{
LenType flLen;
X floatX;
Y floatY;
flLen = (LenType)vec.Length();
if (flLen <= 0.0)
{
floatX = 1;
floatY = 0;
}
else
{
flLen = 1 / flLen;
floatX = vec.x * flLen;
floatY = vec.y * flLen;
}
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
}
template<typename X, typename Y, typename LenType, typename LenCast>
inline Vector NormalizeMulScalar(Vector vec, float scalar)
{
LenType flLen;
X floatX = vec.x;
Y floatY = vec.y;
flLen = (LenType)vec.Length();
if (flLen <= 0.0)
{
floatX = 1;
floatY = 0;
}
else
{
floatX = floatX * LenCast(1 / flLen);
floatY = floatY * LenCast(1 / flLen);
}
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
}
#endif // PLAY_GAMEDLL