/* * * 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 // 2DVector - used for many pathfinding and many other // operations that are treated as planar rather than 3d. class Vector2D { public: inline Vector2D() : x(), y() {} inline Vector2D(float X, float Y) : x(X), y(Y) {} inline Vector2D(const Vector2D &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&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*(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); } 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 { float flLen = Length(); if (flLen == 0) return Vector2D(0, 0); flLen = 1 / flLen; return Vector2D(x * flLen, y * flLen); } 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 = 1; y = 0; } else { flLen = 1 / flLen; x *= flLen; y *= flLen; } return flLen; } inline bool IsZero(float tolerance = 0.01f) const { return (x > -tolerance && x < tolerance && y > -tolerance && y < tolerance); } // Members vec_t x, y; }; 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; } // 3D Vector // same data-layout as engine's vec3_t, which is a vec_t[3] class Vector { public: // Construction/destruction inline Vector() : x(), y(), z() {} inline Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {} 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]; } // Operators inline Vector operator-() const { return Vector(-x, -y, -z); } inline int operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; } inline int 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*(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); } // Methods 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); } 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() { float flLen = Length(); if (flLen == 0) return Vector(0, 0, 1); flLen = 1 / flLen; return Vector(x * flLen, y * flLen, z * flLen); } inline Vector2D Make2D() const { Vector2D Vec2; *(int*)&Vec2.x = *(int*)&x; *(int*)&Vec2.y = *(int*)&y; return Vec2; } inline float Length2D() const { return sqrt(x * x + y * y); } 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); } // 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); } template inline void SWAP(T &first, T &second) { T temp = first; first = second; second = temp; }