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* handle particles project VC++ compilation errors with MVCS and project property changes - retarget to v142 platformtoolset - remove explicit windows SDK version; use latest by default - remove settings that are otherwise default values in project or are best determined by solution * attempt to handle clang++ issues regarding unsupported c++11 features * reset file changes to particledefs.h * removing PARTICLEDLL_API definition and replacing usage with extern "C" block statements * add g++ compiler option to specify c++11 standard * attempt to resolve forward enum errors by adding std to base cflags * replacing deprecated libstdc++ and removing -lstdc++ flag, updating MacOSX10 sdk version * small refactor to Makefiles, and add libstdc++ back to linux build * remove added type to enum * reset makefile changes that may be causing unexpected linux build failures * refactoring std=c++11 declarations in Makefile to mitgate linux build failing * ensure std is set for hl_cdll make * attempt to define a standard library to resolve vector initialization_list constructor issue * attempt to update MacOS sdk, set minimum os to be 10.7, and include export in travis ci to define deployment target
143 lines
2.2 KiB
C++
143 lines
2.2 KiB
C++
// p_vector.h - yet another vector class.
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//
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// Copyright 1997 by Jonathan P. Leech
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// Modifications Copyright 1997-1999 by David K. McAllister
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//
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// A simple 3D float vector class for internal use by the particle systems.
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#ifndef particle_vector_h
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#define particle_vector_h
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#if _MSC_VER >= 1900 // C++11 Compatible for Visual Studio 2015 and later.
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#include <cmath>
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#else
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#include "math.h"
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#endif
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#ifndef M_PI
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#define M_PI 3.1415926535897932384626433f
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#endif
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#ifdef WIN32
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#define drand48() (((float) rand())/((float) RAND_MAX))
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#define srand48(x) srand(x)
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#endif
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class pVector
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{
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public:
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float x, y, z;
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inline pVector(float ax, float ay, float az) : x(ax), y(ay), z(az)
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{
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//x = ax; y = ay; z = az;
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}
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inline pVector() {}
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inline float length() const
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{
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return sqrtf(x*x+y*y+z*z);
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}
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inline float length2() const
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{
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return (x*x+y*y+z*z);
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}
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inline float normalize()
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{
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float onel = 1.0f / sqrtf(x*x+y*y+z*z);
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x *= onel;
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y *= onel;
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z *= onel;
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return onel;
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}
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inline float operator*(const pVector &a) const
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{
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return x*a.x + y*a.y + z*a.z;
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}
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inline pVector operator*(const float s) const
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{
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return pVector(x*s, y*s, z*s);
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}
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inline pVector operator/(const float s) const
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{
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float invs = 1.0f / s;
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return pVector(x*invs, y*invs, z*invs);
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}
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inline pVector operator+(const pVector& a) const
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{
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return pVector(x+a.x, y+a.y, z+a.z);
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}
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inline pVector operator-(const pVector& a) const
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{
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return pVector(x-a.x, y-a.y, z-a.z);
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}
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inline pVector operator-()
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{
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x = -x;
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y = -y;
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z = -z;
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return *this;
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}
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inline pVector& operator+=(const pVector& a)
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{
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x += a.x;
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y += a.y;
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z += a.z;
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return *this;
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}
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inline pVector& operator-=(const pVector& a)
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{
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x -= a.x;
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y -= a.y;
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z -= a.z;
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return *this;
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}
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inline pVector& operator*=(const float a)
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{
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x *= a;
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y *= a;
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z *= a;
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return *this;
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}
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inline pVector& operator/=(const float a)
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{
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float b = 1.0f / a;
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x *= b;
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y *= b;
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z *= b;
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return *this;
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}
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inline pVector& operator=(const pVector& a)
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{
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x = a.x;
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y = a.y;
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z = a.z;
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return *this;
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}
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inline pVector operator^(const pVector& b) const
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{
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return pVector(
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y*b.z-z*b.y,
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z*b.x-x*b.z,
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x*b.y-y*b.x);
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}
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};
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#endif
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