//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef VECTOR2D_H #define VECTOR2D_H #ifdef _WIN32 #pragma once #endif #include #include // For vec_t, put this somewhere else? #include "tier0/basetypes.h" // For rand(). We really need a library! #include #include "tier0/dbg.h" #include "mathlib/math_pfns.h" //========================================================= // 2D Vector2D //========================================================= class Vector2D { public: // Members vec_t x, y; // Construction/destruction #if defined( _DEBUG ) && defined( VECTOR_PARANOIA ) inline Vector2D(void) { // Initialize to NAN to catch errors x = y = VEC_T_NAN; } #else Vector2D(void) = default; #endif Vector2D(vec_t X, vec_t Y); Vector2D(const float *pFloat); // Initialization void Init(vec_t ix=0.0f, vec_t iy=0.0f); // Got any nasty NAN's? bool IsValid() const; // array access... vec_t operator[](int i) const; vec_t& operator[](int i); // Base address... vec_t* Base(); vec_t const* Base() const; // Initialization methods void Random( float minVal, float maxVal ); // equality bool operator==(const Vector2D& v) const; bool operator!=(const Vector2D& v) const; // arithmetic operations Vector2D& operator+=(const Vector2D &v); Vector2D& operator-=(const Vector2D &v); Vector2D& operator*=(const Vector2D &v); Vector2D& operator*=(float s); Vector2D& operator/=(const Vector2D &v); Vector2D& operator/=(float s); // negate the Vector2D components void Negate(); // Get the Vector2D's magnitude. vec_t Length() const; // Get the Vector2D's magnitude squared. vec_t LengthSqr(void) const; // return true if this vector is (0,0) within tolerance bool IsZero( float tolerance = 0.01f ) const { return (x > -tolerance && x < tolerance && y > -tolerance && y < tolerance); } // Normalize in place and return the old length. vec_t NormalizeInPlace(); // Compare length. bool IsLengthGreaterThan( float val ) const; bool IsLengthLessThan( float val ) const; // Get the distance from this Vector2D to the other one. vec_t DistTo(const Vector2D &vOther) const; // Get the distance from this Vector2D to the other one squared. vec_t DistToSqr(const Vector2D &vOther) const; // Copy void CopyToArray(float* rgfl) const; // Multiply, add, and assign to this (ie: *this = a + b * scalar). This // is about 12% faster than the actual Vector2D equation (because it's done per-component // rather than per-Vector2D). void MulAdd(const Vector2D& a, const Vector2D& b, float scalar); // Dot product. vec_t Dot(const Vector2D& vOther) const; // assignment Vector2D& operator=(const Vector2D &vOther); #ifndef VECTOR_NO_SLOW_OPERATIONS // copy constructors Vector2D(const Vector2D &vOther); // arithmetic operations Vector2D operator-(void) const; Vector2D operator+(const Vector2D& v) const; Vector2D operator-(const Vector2D& v) const; Vector2D operator*(const Vector2D& v) const; Vector2D operator/(const Vector2D& v) const; Vector2D operator*(float fl) const; Vector2D operator/(float fl) const; // Cross product between two vectors. Vector2D Cross(const Vector2D &vOther) const; // Returns a Vector2D with the min or max in X, Y, and Z. Vector2D Min(const Vector2D &vOther) const; Vector2D Max(const Vector2D &vOther) const; #else private: // No copy constructors allowed if we're in optimal mode Vector2D(const Vector2D& vOther); #endif }; //----------------------------------------------------------------------------- const Vector2D vec2_origin(0,0); const Vector2D vec2_invalid( FLT_MAX, FLT_MAX ); //----------------------------------------------------------------------------- // Vector2D related operations //----------------------------------------------------------------------------- // Vector2D clear void Vector2DClear( Vector2D& a ); // Copy void Vector2DCopy( const Vector2D& src, Vector2D& dst ); // Vector2D arithmetic void Vector2DAdd( const Vector2D& a, const Vector2D& b, Vector2D& result ); void Vector2DSubtract( const Vector2D& a, const Vector2D& b, Vector2D& result ); void Vector2DMultiply( const Vector2D& a, vec_t b, Vector2D& result ); void Vector2DMultiply( const Vector2D& a, const Vector2D& b, Vector2D& result ); void Vector2DDivide( const Vector2D& a, vec_t b, Vector2D& result ); void Vector2DDivide( const Vector2D& a, const Vector2D& b, Vector2D& result ); void Vector2DMA( const Vector2D& start, float s, const Vector2D& dir, Vector2D& result ); // Store the min or max of each of x, y, and z into the result. void Vector2DMin( const Vector2D &a, const Vector2D &b, Vector2D &result ); void Vector2DMax( const Vector2D &a, const Vector2D &b, Vector2D &result ); #define Vector2DExpand( v ) (v).x, (v).y // Normalization vec_t Vector2DNormalize( Vector2D& v ); // Length vec_t Vector2DLength( const Vector2D& v ); // Dot Product vec_t DotProduct2D(const Vector2D& a, const Vector2D& b); // Linearly interpolate between two vectors void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, vec_t t, Vector2D& dest ); //----------------------------------------------------------------------------- // // Inlined Vector2D methods // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // constructors //----------------------------------------------------------------------------- inline Vector2D::Vector2D(vec_t X, vec_t Y) { x = X; y = Y; Assert( IsValid() ); } inline Vector2D::Vector2D(const float *pFloat) { Assert( pFloat ); x = pFloat[0]; y = pFloat[1]; Assert( IsValid() ); } //----------------------------------------------------------------------------- // copy constructor //----------------------------------------------------------------------------- inline Vector2D::Vector2D(const Vector2D &vOther) { Assert( vOther.IsValid() ); x = vOther.x; y = vOther.y; } //----------------------------------------------------------------------------- // initialization //----------------------------------------------------------------------------- inline void Vector2D::Init( vec_t ix, vec_t iy ) { x = ix; y = iy; Assert( IsValid() ); } inline void Vector2D::Random( float minVal, float maxVal ) { x = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); y = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); } inline void Vector2DClear( Vector2D& a ) { a.x = a.y = 0.0f; } //----------------------------------------------------------------------------- // assignment //----------------------------------------------------------------------------- inline Vector2D& Vector2D::operator=(const Vector2D &vOther) { Assert( vOther.IsValid() ); x=vOther.x; y=vOther.y; return *this; } //----------------------------------------------------------------------------- // Array access //----------------------------------------------------------------------------- inline vec_t& Vector2D::operator[](int i) { Assert( (i >= 0) && (i < 2) ); return ((vec_t*)this)[i]; } inline vec_t Vector2D::operator[](int i) const { Assert( (i >= 0) && (i < 2) ); return ((vec_t*)this)[i]; } //----------------------------------------------------------------------------- // Base address... //----------------------------------------------------------------------------- inline vec_t* Vector2D::Base() { return (vec_t*)this; } inline vec_t const* Vector2D::Base() const { return (vec_t const*)this; } //----------------------------------------------------------------------------- // IsValid? //----------------------------------------------------------------------------- inline bool Vector2D::IsValid() const { return IsFinite(x) && IsFinite(y); } //----------------------------------------------------------------------------- // comparison //----------------------------------------------------------------------------- inline bool Vector2D::operator==( const Vector2D& src ) const { Assert( src.IsValid() && IsValid() ); return (src.x == x) && (src.y == y); } inline bool Vector2D::operator!=( const Vector2D& src ) const { Assert( src.IsValid() && IsValid() ); return (src.x != x) || (src.y != y); } //----------------------------------------------------------------------------- // Copy //----------------------------------------------------------------------------- inline void Vector2DCopy( const Vector2D& src, Vector2D& dst ) { Assert( src.IsValid() ); dst.x = src.x; dst.y = src.y; } inline void Vector2D::CopyToArray(float* rgfl) const { Assert( IsValid() ); Assert( rgfl ); rgfl[0] = x; rgfl[1] = y; } //----------------------------------------------------------------------------- // standard math operations //----------------------------------------------------------------------------- inline void Vector2D::Negate() { Assert( IsValid() ); x = -x; y = -y; } inline Vector2D& Vector2D::operator+=(const Vector2D& v) { Assert( IsValid() && v.IsValid() ); x+=v.x; y+=v.y; return *this; } inline Vector2D& Vector2D::operator-=(const Vector2D& v) { Assert( IsValid() && v.IsValid() ); x-=v.x; y-=v.y; return *this; } inline Vector2D& Vector2D::operator*=(float fl) { x *= fl; y *= fl; Assert( IsValid() ); return *this; } inline Vector2D& Vector2D::operator*=(const Vector2D& v) { x *= v.x; y *= v.y; Assert( IsValid() ); return *this; } inline Vector2D& Vector2D::operator/=(float fl) { Assert( fl != 0.0f ); float oofl = 1.0f / fl; x *= oofl; y *= oofl; Assert( IsValid() ); return *this; } inline Vector2D& Vector2D::operator/=(const Vector2D& v) { Assert( v.x != 0.0f && v.y != 0.0f ); x /= v.x; y /= v.y; Assert( IsValid() ); return *this; } inline void Vector2DAdd( const Vector2D& a, const Vector2D& b, Vector2D& c ) { Assert( a.IsValid() && b.IsValid() ); c.x = a.x + b.x; c.y = a.y + b.y; } inline void Vector2DSubtract( const Vector2D& a, const Vector2D& b, Vector2D& c ) { Assert( a.IsValid() && b.IsValid() ); c.x = a.x - b.x; c.y = a.y - b.y; } inline void Vector2DMultiply( const Vector2D& a, vec_t b, Vector2D& c ) { Assert( a.IsValid() && IsFinite(b) ); c.x = a.x * b; c.y = a.y * b; } inline void Vector2DMultiply( const Vector2D& a, const Vector2D& b, Vector2D& c ) { Assert( a.IsValid() && b.IsValid() ); c.x = a.x * b.x; c.y = a.y * b.y; } inline void Vector2DDivide( const Vector2D& a, vec_t b, Vector2D& c ) { Assert( a.IsValid() ); Assert( b != 0.0f ); vec_t oob = 1.0f / b; c.x = a.x * oob; c.y = a.y * oob; } inline void Vector2DDivide( const Vector2D& a, const Vector2D& b, Vector2D& c ) { Assert( a.IsValid() ); Assert( (b.x != 0.0f) && (b.y != 0.0f) ); c.x = a.x / b.x; c.y = a.y / b.y; } inline void Vector2DMA( const Vector2D& start, float s, const Vector2D& dir, Vector2D& result ) { Assert( start.IsValid() && IsFinite(s) && dir.IsValid() ); result.x = start.x + s*dir.x; result.y = start.y + s*dir.y; } // FIXME: Remove // For backwards compatability inline void Vector2D::MulAdd(const Vector2D& a, const Vector2D& b, float scalar) { x = a.x + b.x * scalar; y = a.y + b.y * scalar; } inline void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, vec_t t, Vector2D& dest ) { dest[0] = src1[0] + (src2[0] - src1[0]) * t; dest[1] = src1[1] + (src2[1] - src1[1]) * t; } //----------------------------------------------------------------------------- // dot, cross //----------------------------------------------------------------------------- inline vec_t DotProduct2D(const Vector2D& a, const Vector2D& b) { Assert( a.IsValid() && b.IsValid() ); return( a.x*b.x + a.y*b.y ); } // for backwards compatability inline vec_t Vector2D::Dot( const Vector2D& vOther ) const { return DotProduct2D( *this, vOther ); } //----------------------------------------------------------------------------- // length //----------------------------------------------------------------------------- inline vec_t Vector2DLength( const Vector2D& v ) { Assert( v.IsValid() ); return (vec_t)FastSqrt(v.x*v.x + v.y*v.y); } inline vec_t Vector2D::LengthSqr(void) const { Assert( IsValid() ); return (x*x + y*y); } inline vec_t Vector2D::NormalizeInPlace() { return Vector2DNormalize( *this ); } inline bool Vector2D::IsLengthGreaterThan( float val ) const { return LengthSqr() > val*val; } inline bool Vector2D::IsLengthLessThan( float val ) const { return LengthSqr() < val*val; } inline vec_t Vector2D::Length(void) const { return Vector2DLength( *this ); } inline void Vector2DMin( const Vector2D &a, const Vector2D &b, Vector2D &result ) { result.x = (a.x < b.x) ? a.x : b.x; result.y = (a.y < b.y) ? a.y : b.y; } inline void Vector2DMax( const Vector2D &a, const Vector2D &b, Vector2D &result ) { result.x = (a.x > b.x) ? a.x : b.x; result.y = (a.y > b.y) ? a.y : b.y; } //----------------------------------------------------------------------------- // Normalization //----------------------------------------------------------------------------- inline vec_t Vector2DNormalize( Vector2D& v ) { Assert( v.IsValid() ); vec_t l = v.Length(); if (l != 0.0f) { v /= l; } else { v.x = v.y = 0.0f; } return l; } //----------------------------------------------------------------------------- // Get the distance from this Vector2D to the other one //----------------------------------------------------------------------------- inline vec_t Vector2D::DistTo(const Vector2D &vOther) const { Vector2D delta; Vector2DSubtract( *this, vOther, delta ); return delta.Length(); } inline vec_t Vector2D::DistToSqr(const Vector2D &vOther) const { Vector2D delta; Vector2DSubtract( *this, vOther, delta ); return delta.LengthSqr(); } //----------------------------------------------------------------------------- // Computes the closest point to vecTarget no farther than flMaxDist from vecStart //----------------------------------------------------------------------------- inline void ComputeClosestPoint2D( const Vector2D& vecStart, float flMaxDist, const Vector2D& vecTarget, Vector2D *pResult ) { Vector2D vecDelta; Vector2DSubtract( vecTarget, vecStart, vecDelta ); float flDistSqr = vecDelta.LengthSqr(); if ( flDistSqr <= flMaxDist * flMaxDist ) { *pResult = vecTarget; } else { vecDelta /= FastSqrt( flDistSqr ); Vector2DMA( vecStart, flMaxDist, vecDelta, *pResult ); } } //----------------------------------------------------------------------------- // // Slow methods // //----------------------------------------------------------------------------- #ifndef VECTOR_NO_SLOW_OPERATIONS //----------------------------------------------------------------------------- // Returns a Vector2D with the min or max in X, Y, and Z. //----------------------------------------------------------------------------- inline Vector2D Vector2D::Min(const Vector2D &vOther) const { return Vector2D(x < vOther.x ? x : vOther.x, y < vOther.y ? y : vOther.y); } inline Vector2D Vector2D::Max(const Vector2D &vOther) const { return Vector2D(x > vOther.x ? x : vOther.x, y > vOther.y ? y : vOther.y); } //----------------------------------------------------------------------------- // arithmetic operations //----------------------------------------------------------------------------- inline Vector2D Vector2D::operator-(void) const { return Vector2D(-x,-y); } inline Vector2D Vector2D::operator+(const Vector2D& v) const { Vector2D res; Vector2DAdd( *this, v, res ); return res; } inline Vector2D Vector2D::operator-(const Vector2D& v) const { Vector2D res; Vector2DSubtract( *this, v, res ); return res; } inline Vector2D Vector2D::operator*(float fl) const { Vector2D res; Vector2DMultiply( *this, fl, res ); return res; } inline Vector2D Vector2D::operator*(const Vector2D& v) const { Vector2D res; Vector2DMultiply( *this, v, res ); return res; } inline Vector2D Vector2D::operator/(float fl) const { Vector2D res; Vector2DDivide( *this, fl, res ); return res; } inline Vector2D Vector2D::operator/(const Vector2D& v) const { Vector2D res; Vector2DDivide( *this, v, res ); return res; } inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; } #endif //slow #endif // VECTOR2D_H