Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

112 lines
4.0 KiB

/***
*
* 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