mirror of
https://github.com/shawns-valve/halflife.git
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128 lines
4.4 KiB
C++
128 lines
4.4 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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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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//=========================================================
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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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//=========================================================
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class Vector2D
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{
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public:
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inline Vector2D(void) { }
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inline Vector2D(float X, float Y) { 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 float Length(void) const { return sqrt(x*x + y*y ); }
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inline Vector2D Normalize ( void ) const
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{
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Vector2D vec2;
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float flLen = Length();
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if ( flLen == 0 )
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{
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return Vector2D( 0, 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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return Vector2D( x * flLen, y * flLen );
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}
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}
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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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//=========================================================
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// 3D Vector
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//=========================================================
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class Vector // same data-layout as engine's vec3_t,
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{ // which is a vec_t[3]
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public:
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// Construction/destruction
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inline Vector(void) { }
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inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
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//inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
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//inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
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inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
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inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
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// Operators
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inline Vector operator-(void) 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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// 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(void) const { return sqrt(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(void) const
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{
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float flLen = Length();
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if (flLen == 0) 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 ( void ) const
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{
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Vector2D Vec2;
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Vec2.x = x;
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Vec2.y = y;
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return Vec2;
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}
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inline float Length2D(void) const { return sqrt(x*x + y*y); }
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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 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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inline Vector RotateVectorZ(const Vector& a, int angle)
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{
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float x_old, y_old, R_angle;
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Vector new_vector;
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x_old = a.x;
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y_old = a.y;
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R_angle = (float)(angle * (3.141517 / 180));
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new_vector.x = (float)(x_old * cos(R_angle) - y_old * sin(R_angle));
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new_vector.y = (float)(y_old * cos(R_angle) + x_old * sin(R_angle));
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new_vector.z = 0;
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return new_vector;
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}
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#define vec3_t Vector
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#endif
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