/*** * * Copyright (c) 1996-2002, 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