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204 lines
3.4 KiB
204 lines
3.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef NVECTOR_H
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#define NVECTOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <math.h>
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#define NVectorN NVector<N>
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#define NVector3 NVector<3>
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// N-dimensional vector.
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template<int N>
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class NVector
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{
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public:
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NVectorN() {}
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float& operator[]( int i );
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float const& operator[]( int i ) const;
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float Dot( NVectorN const &b ) const;
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NVectorN Cross( NVectorN const &b ) const;
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NVectorN Normalize() const;
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float Length() const;
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NVectorN operator-() const;
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NVectorN operator+( NVectorN const &b ) const;
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NVectorN const &operator+=( NVectorN const &b );
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NVectorN operator-( NVectorN const &b ) const;
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NVectorN operator*( float val ) const;
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// Static helpers.
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public:
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static NVectorN SetupNVectorNull(); // Returns a vector of all zeros.
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public:
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float v[N];
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};
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template<int N>
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inline float NDot( NVector<N> const &a, NVector<N> const &b )
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{
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float ret = 0;
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for( int i=0; i < N; i++ )
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ret += a.v[i] * b.v[i];
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return ret;
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}
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template<int N>
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Vector& ToVec( NVector<N> &vec ) {assert( N >= 3 ); return *((Vector*)&vec);}
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template<int N>
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Vector const& ToVec( NVector<N> const &vec ){assert( N >= 3 ); return *((Vector const*)&vec);}
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NVector<3>& ToNVec( Vector &vec ) {return *((NVector<3>*)&vec);}
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NVector<3> const& ToNVec( Vector const &vec ) {return *((NVector<3> const*)&vec);}
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// ------------------------------------------------------------------------------------ //
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// NVector inlines.
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// ------------------------------------------------------------------------------------ //
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template<int N>
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NVectorN NVectorN::SetupNVectorNull()
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{
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NVector<N> ret;
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memset( ret.v, 0, sizeof(float)*N );
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return ret;
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}
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template<int N>
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float& NVectorN::operator[]( int i )
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{
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assert( i >= 0 && i < N );
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return v[i];
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}
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template<int N>
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float const& NVectorN::operator[]( int i ) const
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{
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assert( i >= 0 && i < N );
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return v[i];
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}
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template<int N>
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float NVectorN::Dot( NVectorN const &b ) const
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{
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float ret = 0;
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for( int i=0; i < N; i++ )
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ret += v[i]*b.v[i];
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return ret;
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}
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template<int N>
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NVectorN NVectorN::Cross( NVectorN const &b ) const
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{
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NVector<N> ret;
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NMatrix<N-1> mat;
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for( int i=0; i < N; i++ )
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{
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for( y=0; y < N; y++ )
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for( x=0; x < N; x++ )
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mat.m[y][x] =
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ret.v[i] = v[i]*b.v[i];
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}
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return ret;
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}
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template<int N>
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NVectorN NVectorN::Normalize() const
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{
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return *this * (1.0f / Length());
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}
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template<int N>
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float NVectorN::Length() const
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{
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return (float)sqrt( Dot(*this) );
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}
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template<int N>
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NVectorN NVectorN::operator-() const
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{
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NVectorN ret;
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for( int i=0; i < N; i++ )
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ret.v[i] = -v[i];
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return ret;
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}
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template<int N>
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NVectorN NVectorN::operator+( NVectorN const &b ) const
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{
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NVectorN ret;
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for( int i=0; i < N; i++ )
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ret.v[i] = v[i]+b.v[i];
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return ret;
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}
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template<int N>
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NVectorN const &NVectorN::operator+=( NVectorN const &b )
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{
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for( int i=0; i < N; i++ )
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v[i] += b.v[i];
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return *this;
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}
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template<int N>
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NVectorN NVectorN::operator-( NVectorN const &b ) const
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{
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NVectorN ret;
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for( int i=0; i < N; i++ )
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ret.v[i] = v[i]-b.v[i];
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return ret;
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}
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template<int N>
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NVectorN NVectorN::operator*( float val ) const
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{
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NVectorN ret;
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for( int i=0; i < N; i++ )
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ret.v[i] = v[i] * val;
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return ret;
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}
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#endif // NVECTOR_H
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