forked from valve/halflife-sdk
112 lines
No EOL
4.1 KiB
C++
112 lines
No EOL
4.1 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
****/
|
|
#ifndef VECTOR_H
|
|
#define VECTOR_H
|
|
|
|
//=========================================================
|
|
// 2DVector - used for many pathfinding and many other
|
|
// operations that are treated as planar rather than 3d.
|
|
//=========================================================
|
|
class Vector2D
|
|
{
|
|
public:
|
|
inline Vector2D(void) { }
|
|
inline Vector2D(float X, float Y) { x = X; y = 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 float Length(void) const { return sqrt(x*x + y*y ); }
|
|
|
|
inline Vector2D Normalize ( void ) const
|
|
{
|
|
Vector2D vec2;
|
|
|
|
float flLen = Length();
|
|
if ( flLen == 0 )
|
|
{
|
|
return Vector2D( 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
flLen = 1 / flLen;
|
|
return Vector2D( x * flLen, y * flLen );
|
|
}
|
|
}
|
|
|
|
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
|
|
//=========================================================
|
|
class Vector // same data-layout as engine's vec3_t,
|
|
{ // which is a vec_t[3]
|
|
public:
|
|
// Construction/destruction
|
|
inline Vector(void) { }
|
|
inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; }
|
|
//inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
|
//inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
|
inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; }
|
|
inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
|
|
|
|
// Operators
|
|
inline Vector operator-(void) 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); }
|
|
|
|
// Methods
|
|
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
|
|
inline float Length(void) const { return sqrt(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(void) const
|
|
{
|
|
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 ( void ) const
|
|
{
|
|
Vector2D Vec2;
|
|
|
|
Vec2.x = x;
|
|
Vec2.y = y;
|
|
|
|
return Vec2;
|
|
}
|
|
inline float Length2D(void) const { return sqrt(x*x + y*y); }
|
|
|
|
// 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 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 ); }
|
|
|
|
|
|
|
|
#endif |