mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
c815a7708f
Removed some unnecessary checks
479 lines
10 KiB
C++
479 lines
10 KiB
C++
/*
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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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#ifndef VECTOR_H
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#define VECTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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class Vector2D
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{
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public:
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vec_t x, y;
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Vector2D() : x(), y() {}
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Vector2D(float X, float Y) : x(X), y(Y) {}
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Vector2D(const Vector2D &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; }
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Vector2D operator+(const Vector2D &v) const
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{
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return Vector2D(x + v.x, y + v.y);
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}
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Vector2D operator-(const Vector2D &v) const
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{
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return Vector2D(x - v.x, y - v.y);
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}
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#ifdef PLAY_GAMEDLL
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Vector2D operator*(float_precision fl) const
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{
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return Vector2D(vec_t(x * fl), vec_t(y * fl));
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}
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Vector2D operator/(float_precision fl) const
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{
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return Vector2D(vec_t(x / fl), vec_t(y / fl));
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}
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Vector2D operator/=(float_precision fl) const
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{
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return Vector2D(vec_t(x / fl), vec_t(y / fl));
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}
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#else
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Vector2D operator*(float fl) const
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{
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return Vector2D(x * fl, y * fl);
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}
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Vector2D operator/(float fl) const
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{
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return Vector2D(x / fl, y / fl);
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}
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Vector2D operator/=(float fl) const
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{
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return Vector2D(x / fl, y / fl);
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}
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#endif // PLAY_GAMEDLL
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float_precision Length() const
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{
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return Q_sqrt(float_precision(x * x + y * y));
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}
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float LengthSquared() const
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{
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return (x * x + y * y);
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}
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operator float*()
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{
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return &x;
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}
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operator const float*() const
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{
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return &x;
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}
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Vector2D Normalize() const
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{
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float_precision flLen = Length();
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if (!flLen)
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return Vector2D(0, 0);
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flLen = 1 / flLen;
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#ifdef PLAY_GAMEDLL
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return Vector2D(vec_t(x * flLen), vec_t(y * flLen));
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#else
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return Vector2D(x * flLen, y * flLen);
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#endif // PLAY_GAMEDLL
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}
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bool IsLengthLessThan(float length) const
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{
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return (LengthSquared() < length * length);
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}
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bool IsLengthGreaterThan(float length) const
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{
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return (LengthSquared() > length * length);
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}
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float_precision NormalizeInPlace()
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{
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float_precision flLen = Length();
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if (flLen > 0.0)
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{
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x = vec_t(1 / flLen * x);
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y = vec_t(1 / flLen * y);
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}
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else
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{
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x = 1.0;
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y = 0.0;
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}
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return flLen;
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}
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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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};
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inline float_precision DotProduct(const Vector2D &a, const Vector2D &b)
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{
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return (a.x * b.x + a.y * b.y);
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}
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inline Vector2D operator*(float fl, const Vector2D &v)
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{
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return v * fl;
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}
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class Vector
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{
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public:
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vec_t x, y, z;
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Vector() : x(), y(), z() {}
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Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
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Vector(const Vector &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; *(int*)&z = *(int*)&v.z; }
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Vector(const float rgfl[3]) { *(int*)&x = *(int*)&rgfl[0]; *(int*)&y = *(int*)&rgfl[1]; *(int*)&z = *(int*)&rgfl[2]; }
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Vector operator-() const
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{
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return Vector(-x, -y, -z);
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}
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int operator==(const Vector &v) const
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{
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return x == v.x && y == v.y && z == v.z;
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}
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int operator!=(const Vector &v) const
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{
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return !(*this == v);
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}
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Vector operator+(const Vector &v) const
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{
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return Vector(x + v.x, y + v.y, z + v.z);
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}
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Vector operator-(const Vector &v) const
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{
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return Vector(x - v.x, y - v.y, z - v.z);
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}
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#ifdef PLAY_GAMEDLL
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Vector operator*(float_precision fl) const
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{
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return Vector(vec_t(x * fl), vec_t(y * fl), vec_t(z * fl));
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}
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Vector operator/(float_precision fl) const
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{
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return Vector(vec_t(x / fl), vec_t(y / fl), vec_t(z / fl));
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}
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Vector operator/=(float_precision fl) const
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{
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return Vector(vec_t(x / fl), vec_t(y / fl), vec_t(z / fl));
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}
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#else
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Vector operator*(float fl) const
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{
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return Vector(x * fl, y * fl, z * fl);
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}
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Vector operator/(float fl) const
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{
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return Vector(x / fl, y / fl, z / fl);
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}
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Vector operator/=(float fl) const
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{
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return Vector(x / fl, y / fl, z / fl);
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}
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#endif // PLAY_GAMEDLL
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void CopyToArray(float *rgfl) const
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{
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*(int*)&rgfl[0] = *(int*)&x;
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*(int*)&rgfl[1] = *(int*)&y;
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*(int*)&rgfl[2] = *(int*)&z;
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}
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float_precision Length() const
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{
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float_precision x1 = float_precision(x);
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float_precision y1 = float_precision(y);
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float_precision z1 = float_precision(z);
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return Q_sqrt(x1 * x1 + y1 * y1 + z1 * z1);
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}
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float_precision LengthSquared() const
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{
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return (x * x + y * y + z * z);
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}
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operator float*()
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{
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return &x;
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}
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operator const float*() const
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{
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return &x;
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}
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#ifndef PLAY_GAMEDLL
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Vector 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 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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#else
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Vector Normalize()
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{
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float_precision flLen = Length();
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if (flLen == 0)
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return Vector(0, 0, 1);
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vec_t fTemp = vec_t(1 / flLen);
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return Vector(x * fTemp, y * fTemp, z * fTemp);
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}
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#endif // PLAY_GAMEDLL
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// for out precision normalize
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Vector NormalizePrecision() const
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{
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#ifndef PLAY_GAMEDLL
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return Normalize();
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#else
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float_precision 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(vec_t(x * flLen), vec_t(y * flLen), vec_t(z * flLen));
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#endif // PLAY_GAMEDLL
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}
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Vector2D Make2D() const
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{
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Vector2D Vec2;
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*(int*)&Vec2.x = *(int*)&x;
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*(int*)&Vec2.y = *(int*)&y;
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return Vec2;
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}
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float_precision Length2D() const
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{
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return Q_sqrt(float_precision(x * x + y * y));
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}
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bool IsLengthLessThan(float length) const
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{
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return (LengthSquared() < length * length);
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}
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bool IsLengthGreaterThan(float length) const
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{
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return (LengthSquared() > length * length);
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}
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#ifdef PLAY_GAMEDLL
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float_precision NormalizeInPlace()
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{
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float_precision flLen = Length();
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if (flLen > 0)
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{
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x = vec_t(1 / flLen * x);
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y = vec_t(1 / flLen * y);
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z = vec_t(1 / flLen * z);
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}
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else
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{
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x = 0;
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y = 0;
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z = 1;
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}
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return flLen;
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}
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template<typename T>
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float_precision NormalizeInPlace()
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{
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T flLen = Length();
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if (flLen > 0)
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{
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x = vec_t(1 / flLen * x);
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y = vec_t(1 / flLen * y);
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z = vec_t(1 / flLen * z);
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}
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else
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{
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x = 0;
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y = 0;
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z = 1;
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}
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return flLen;
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}
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#else // PLAY_GAMEDLL
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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 /= flLen;
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y /= flLen;
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z /= flLen;
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}
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else
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{
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x = 0;
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y = 0;
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z = 1;
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}
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return flLen;
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}
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#endif // PLAY_GAMEDLL
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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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};
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inline Vector operator*(float fl, const Vector &v)
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{
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return v * fl;
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}
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inline float_precision DotProduct(const Vector &a, const Vector &b)
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{
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return (a.x * b.x + a.y * b.y + a.z * b.z);
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}
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inline float_precision DotProduct2D(const Vector &a, const Vector &b)
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{
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return (a.x * b.x + a.y * b.y);
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}
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inline Vector CrossProduct(const Vector &a, const Vector &b)
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{
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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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}
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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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template<
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typename X,
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typename Y,
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typename Z,
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typename LenType
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>
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inline LenType LengthSubtract(Vector vecStart, Vector vecDest)
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{
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X floatX = (vecDest.x - vecStart.x);
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Y floatY = (vecDest.y - vecStart.y);
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Z floatZ = (vecDest.z - vecStart.z);
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return Q_sqrt(float_precision(floatX * floatX + floatY * floatY + floatZ * floatZ));
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}
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template<
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typename X,
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typename Y,
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typename Z,
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typename LenType
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>
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inline Vector NormalizeSubtract(Vector vecStart, Vector vecDest)
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{
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Vector dir;
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#ifdef PLAY_GAMEDLL
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X floatX = (vecDest.x - vecStart.x);
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Y floatY = (vecDest.y - vecStart.y);
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Z floatZ = (vecDest.z - vecStart.z);
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LenType flLen = Q_sqrt(float_precision(floatX * floatX + floatY * floatY + floatZ * floatZ));
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if (flLen == 0.0)
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{
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dir = Vector(0, 0, 1);
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}
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else
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{
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flLen = 1.0 / flLen;
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dir.x = vec_t(floatX * flLen);
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dir.y = vec_t(floatY * flLen);
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dir.z = vec_t(floatZ * flLen);
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}
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#else
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dir = (vecDest - vecStart).Normalize();
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#endif // PLAY_GAMEDLL
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return dir;
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}
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#ifdef PLAY_GAMEDLL
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template<typename X, typename Y, typename LenType>
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inline Vector NormalizeMulScalar(Vector2D vec, float scalar)
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{
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LenType flLen;
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X floatX;
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Y floatY;
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flLen = (LenType)vec.Length();
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if (flLen <= 0.0)
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{
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floatX = 1;
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floatY = 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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floatX = vec.x * flLen;
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floatY = vec.y * flLen;
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}
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return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
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}
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template<typename X, typename Y, typename LenType, typename LenCast>
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inline Vector NormalizeMulScalar(Vector vec, float scalar)
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{
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LenType flLen;
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X floatX = vec.x;
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Y floatY = vec.y;
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flLen = (LenType)vec.Length();
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if (flLen <= 0.0)
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{
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floatX = 1;
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floatY = 0;
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}
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else
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{
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floatX = floatX * LenCast(1 / flLen);
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floatY = floatY * LenCast(1 / flLen);
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}
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return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
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}
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#endif // PLAY_GAMEDLL
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#endif // VECTOR_H
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