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670 lines
16 KiB
670 lines
16 KiB
//========= 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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//=============================================================================// |
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#ifndef VECTOR2D_H |
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#define VECTOR2D_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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#include <float.h> |
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// For vec_t, put this somewhere else? |
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#include "tier0/basetypes.h" |
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// For rand(). We really need a library! |
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#include <stdlib.h> |
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#include "tier0/dbg.h" |
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#include "mathlib/math_pfns.h" |
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//========================================================= |
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// 2D Vector2D |
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//========================================================= |
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class Vector2D |
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{ |
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public: |
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// Members |
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vec_t x, y; |
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// Construction/destruction |
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Vector2D(void); |
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Vector2D(vec_t X, vec_t Y); |
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Vector2D(const float *pFloat); |
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// Initialization |
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void Init(vec_t ix=0.0f, vec_t iy=0.0f); |
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// Got any nasty NAN's? |
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bool IsValid() const; |
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// array access... |
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vec_t operator[](int i) const; |
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vec_t& operator[](int i); |
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// Base address... |
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vec_t* Base(); |
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vec_t const* Base() const; |
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// Initialization methods |
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void Random( float minVal, float maxVal ); |
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// equality |
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bool operator==(const Vector2D& v) const; |
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bool operator!=(const Vector2D& v) const; |
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// arithmetic operations |
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Vector2D& operator+=(const Vector2D &v); |
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Vector2D& operator-=(const Vector2D &v); |
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Vector2D& operator*=(const Vector2D &v); |
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Vector2D& operator*=(float s); |
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Vector2D& operator/=(const Vector2D &v); |
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Vector2D& operator/=(float s); |
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// negate the Vector2D components |
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void Negate(); |
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// Get the Vector2D's magnitude. |
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vec_t Length() const; |
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// Get the Vector2D's magnitude squared. |
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vec_t LengthSqr(void) const; |
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// return true if this vector is (0,0) within tolerance |
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bool IsZero( float tolerance = 0.01f ) const |
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{ |
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return (x > -tolerance && x < tolerance && |
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y > -tolerance && y < tolerance); |
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} |
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// Normalize in place and return the old length. |
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vec_t NormalizeInPlace(); |
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// Compare length. |
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bool IsLengthGreaterThan( float val ) const; |
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bool IsLengthLessThan( float val ) const; |
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// Get the distance from this Vector2D to the other one. |
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vec_t DistTo(const Vector2D &vOther) const; |
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// Get the distance from this Vector2D to the other one squared. |
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vec_t DistToSqr(const Vector2D &vOther) const; |
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// Copy |
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void CopyToArray(float* rgfl) const; |
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// Multiply, add, and assign to this (ie: *this = a + b * scalar). This |
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// is about 12% faster than the actual Vector2D equation (because it's done per-component |
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// rather than per-Vector2D). |
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void MulAdd(const Vector2D& a, const Vector2D& b, float scalar); |
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// Dot product. |
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vec_t Dot(const Vector2D& vOther) const; |
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// assignment |
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Vector2D& operator=(const Vector2D &vOther); |
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#ifndef VECTOR_NO_SLOW_OPERATIONS |
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// copy constructors |
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Vector2D(const Vector2D &vOther); |
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// arithmetic operations |
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Vector2D operator-(void) const; |
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Vector2D operator+(const Vector2D& v) const; |
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Vector2D operator-(const Vector2D& v) const; |
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Vector2D operator*(const Vector2D& v) const; |
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Vector2D operator/(const Vector2D& v) const; |
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Vector2D operator*(float fl) const; |
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Vector2D operator/(float fl) const; |
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// Cross product between two vectors. |
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Vector2D Cross(const Vector2D &vOther) const; |
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// Returns a Vector2D with the min or max in X, Y, and Z. |
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Vector2D Min(const Vector2D &vOther) const; |
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Vector2D Max(const Vector2D &vOther) const; |
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#else |
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private: |
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// No copy constructors allowed if we're in optimal mode |
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Vector2D(const Vector2D& vOther); |
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#endif |
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}; |
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//----------------------------------------------------------------------------- |
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const Vector2D vec2_origin(0,0); |
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const Vector2D vec2_invalid( FLT_MAX, FLT_MAX ); |
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//----------------------------------------------------------------------------- |
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// Vector2D related operations |
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//----------------------------------------------------------------------------- |
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// Vector2D clear |
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void Vector2DClear( Vector2D& a ); |
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// Copy |
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void Vector2DCopy( const Vector2D& src, Vector2D& dst ); |
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// Vector2D arithmetic |
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void Vector2DAdd( const Vector2D& a, const Vector2D& b, Vector2D& result ); |
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void Vector2DSubtract( const Vector2D& a, const Vector2D& b, Vector2D& result ); |
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void Vector2DMultiply( const Vector2D& a, vec_t b, Vector2D& result ); |
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void Vector2DMultiply( const Vector2D& a, const Vector2D& b, Vector2D& result ); |
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void Vector2DDivide( const Vector2D& a, vec_t b, Vector2D& result ); |
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void Vector2DDivide( const Vector2D& a, const Vector2D& b, Vector2D& result ); |
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void Vector2DMA( const Vector2D& start, float s, const Vector2D& dir, Vector2D& result ); |
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// Store the min or max of each of x, y, and z into the result. |
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void Vector2DMin( const Vector2D &a, const Vector2D &b, Vector2D &result ); |
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void Vector2DMax( const Vector2D &a, const Vector2D &b, Vector2D &result ); |
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#define Vector2DExpand( v ) (v).x, (v).y |
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// Normalization |
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vec_t Vector2DNormalize( Vector2D& v ); |
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// Length |
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vec_t Vector2DLength( const Vector2D& v ); |
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// Dot Product |
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vec_t DotProduct2D(const Vector2D& a, const Vector2D& b); |
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// Linearly interpolate between two vectors |
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void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, vec_t t, Vector2D& dest ); |
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//----------------------------------------------------------------------------- |
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// |
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// Inlined Vector2D methods |
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// |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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// constructors |
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//----------------------------------------------------------------------------- |
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inline Vector2D::Vector2D(void) |
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{ |
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#ifdef _DEBUG |
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// Initialize to NAN to catch errors |
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x = y = VEC_T_NAN; |
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#endif |
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} |
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inline Vector2D::Vector2D(vec_t X, vec_t Y) |
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{ |
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x = X; y = Y; |
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Assert( IsValid() ); |
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} |
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inline Vector2D::Vector2D(const float *pFloat) |
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{ |
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Assert( pFloat ); |
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x = pFloat[0]; y = pFloat[1]; |
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Assert( IsValid() ); |
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} |
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//----------------------------------------------------------------------------- |
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// copy constructor |
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//----------------------------------------------------------------------------- |
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inline Vector2D::Vector2D(const Vector2D &vOther) |
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{ |
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Assert( vOther.IsValid() ); |
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x = vOther.x; y = vOther.y; |
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} |
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//----------------------------------------------------------------------------- |
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// initialization |
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//----------------------------------------------------------------------------- |
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inline void Vector2D::Init( vec_t ix, vec_t iy ) |
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{ |
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x = ix; y = iy; |
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Assert( IsValid() ); |
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} |
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inline void Vector2D::Random( float minVal, float maxVal ) |
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{ |
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x = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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y = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal); |
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} |
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inline void Vector2DClear( Vector2D& a ) |
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{ |
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a.x = a.y = 0.0f; |
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} |
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//----------------------------------------------------------------------------- |
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// assignment |
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//----------------------------------------------------------------------------- |
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inline Vector2D& Vector2D::operator=(const Vector2D &vOther) |
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{ |
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Assert( vOther.IsValid() ); |
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x=vOther.x; y=vOther.y; |
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return *this; |
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} |
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//----------------------------------------------------------------------------- |
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// Array access |
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//----------------------------------------------------------------------------- |
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inline vec_t& Vector2D::operator[](int i) |
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{ |
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Assert( (i >= 0) && (i < 2) ); |
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return ((vec_t*)this)[i]; |
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} |
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inline vec_t Vector2D::operator[](int i) const |
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{ |
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Assert( (i >= 0) && (i < 2) ); |
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return ((vec_t*)this)[i]; |
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} |
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//----------------------------------------------------------------------------- |
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// Base address... |
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//----------------------------------------------------------------------------- |
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inline vec_t* Vector2D::Base() |
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{ |
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return (vec_t*)this; |
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} |
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inline vec_t const* Vector2D::Base() const |
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{ |
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return (vec_t const*)this; |
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} |
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//----------------------------------------------------------------------------- |
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// IsValid? |
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//----------------------------------------------------------------------------- |
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inline bool Vector2D::IsValid() const |
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{ |
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return IsFinite(x) && IsFinite(y); |
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} |
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//----------------------------------------------------------------------------- |
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// comparison |
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//----------------------------------------------------------------------------- |
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inline bool Vector2D::operator==( const Vector2D& src ) const |
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{ |
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Assert( src.IsValid() && IsValid() ); |
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return (src.x == x) && (src.y == y); |
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} |
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inline bool Vector2D::operator!=( const Vector2D& src ) const |
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{ |
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Assert( src.IsValid() && IsValid() ); |
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return (src.x != x) || (src.y != y); |
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} |
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//----------------------------------------------------------------------------- |
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// Copy |
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//----------------------------------------------------------------------------- |
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inline void Vector2DCopy( const Vector2D& src, Vector2D& dst ) |
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{ |
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Assert( src.IsValid() ); |
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dst.x = src.x; |
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dst.y = src.y; |
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} |
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inline void Vector2D::CopyToArray(float* rgfl) const |
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{ |
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Assert( IsValid() ); |
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Assert( rgfl ); |
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rgfl[0] = x; rgfl[1] = y; |
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} |
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//----------------------------------------------------------------------------- |
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// standard math operations |
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//----------------------------------------------------------------------------- |
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inline void Vector2D::Negate() |
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{ |
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Assert( IsValid() ); |
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x = -x; y = -y; |
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} |
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inline Vector2D& Vector2D::operator+=(const Vector2D& v) |
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{ |
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Assert( IsValid() && v.IsValid() ); |
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x+=v.x; y+=v.y; |
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return *this; |
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} |
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inline Vector2D& Vector2D::operator-=(const Vector2D& v) |
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{ |
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Assert( IsValid() && v.IsValid() ); |
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x-=v.x; y-=v.y; |
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return *this; |
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} |
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inline Vector2D& Vector2D::operator*=(float fl) |
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{ |
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x *= fl; |
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y *= fl; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector2D& Vector2D::operator*=(const Vector2D& v) |
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{ |
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x *= v.x; |
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y *= v.y; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector2D& Vector2D::operator/=(float fl) |
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{ |
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Assert( fl != 0.0f ); |
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float oofl = 1.0f / fl; |
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x *= oofl; |
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y *= oofl; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline Vector2D& Vector2D::operator/=(const Vector2D& v) |
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{ |
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Assert( v.x != 0.0f && v.y != 0.0f ); |
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x /= v.x; |
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y /= v.y; |
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Assert( IsValid() ); |
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return *this; |
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} |
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inline void Vector2DAdd( const Vector2D& a, const Vector2D& b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x + b.x; |
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c.y = a.y + b.y; |
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} |
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inline void Vector2DSubtract( const Vector2D& a, const Vector2D& b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x - b.x; |
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c.y = a.y - b.y; |
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} |
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inline void Vector2DMultiply( const Vector2D& a, vec_t b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() && IsFinite(b) ); |
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c.x = a.x * b; |
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c.y = a.y * b; |
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} |
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inline void Vector2DMultiply( const Vector2D& a, const Vector2D& b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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c.x = a.x * b.x; |
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c.y = a.y * b.y; |
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} |
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inline void Vector2DDivide( const Vector2D& a, vec_t b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() ); |
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Assert( b != 0.0f ); |
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vec_t oob = 1.0f / b; |
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c.x = a.x * oob; |
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c.y = a.y * oob; |
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} |
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inline void Vector2DDivide( const Vector2D& a, const Vector2D& b, Vector2D& c ) |
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{ |
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Assert( a.IsValid() ); |
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Assert( (b.x != 0.0f) && (b.y != 0.0f) ); |
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c.x = a.x / b.x; |
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c.y = a.y / b.y; |
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} |
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inline void Vector2DMA( const Vector2D& start, float s, const Vector2D& dir, Vector2D& result ) |
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{ |
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Assert( start.IsValid() && IsFinite(s) && dir.IsValid() ); |
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result.x = start.x + s*dir.x; |
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result.y = start.y + s*dir.y; |
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} |
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// FIXME: Remove |
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// For backwards compatability |
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inline void Vector2D::MulAdd(const Vector2D& a, const Vector2D& b, float scalar) |
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{ |
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x = a.x + b.x * scalar; |
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y = a.y + b.y * scalar; |
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} |
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inline void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, vec_t t, Vector2D& dest ) |
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{ |
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dest[0] = src1[0] + (src2[0] - src1[0]) * t; |
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dest[1] = src1[1] + (src2[1] - src1[1]) * t; |
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} |
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//----------------------------------------------------------------------------- |
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// dot, cross |
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//----------------------------------------------------------------------------- |
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inline vec_t DotProduct2D(const Vector2D& a, const Vector2D& b) |
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{ |
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Assert( a.IsValid() && b.IsValid() ); |
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return( a.x*b.x + a.y*b.y ); |
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} |
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// for backwards compatability |
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inline vec_t Vector2D::Dot( const Vector2D& vOther ) const |
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{ |
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return DotProduct2D( *this, vOther ); |
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} |
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//----------------------------------------------------------------------------- |
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// length |
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//----------------------------------------------------------------------------- |
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inline vec_t Vector2DLength( const Vector2D& v ) |
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{ |
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Assert( v.IsValid() ); |
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return (vec_t)FastSqrt(v.x*v.x + v.y*v.y); |
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} |
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inline vec_t Vector2D::LengthSqr(void) const |
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{ |
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Assert( IsValid() ); |
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return (x*x + y*y); |
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} |
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inline vec_t Vector2D::NormalizeInPlace() |
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{ |
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return Vector2DNormalize( *this ); |
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} |
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inline bool Vector2D::IsLengthGreaterThan( float val ) const |
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{ |
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return LengthSqr() > val*val; |
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} |
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inline bool Vector2D::IsLengthLessThan( float val ) const |
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{ |
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return LengthSqr() < val*val; |
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} |
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inline vec_t Vector2D::Length(void) const |
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{ |
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return Vector2DLength( *this ); |
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} |
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inline void Vector2DMin( const Vector2D &a, const Vector2D &b, Vector2D &result ) |
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{ |
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result.x = (a.x < b.x) ? a.x : b.x; |
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result.y = (a.y < b.y) ? a.y : b.y; |
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} |
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inline void Vector2DMax( const Vector2D &a, const Vector2D &b, Vector2D &result ) |
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{ |
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result.x = (a.x > b.x) ? a.x : b.x; |
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result.y = (a.y > b.y) ? a.y : b.y; |
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} |
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//----------------------------------------------------------------------------- |
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// Normalization |
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//----------------------------------------------------------------------------- |
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inline vec_t Vector2DNormalize( Vector2D& v ) |
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{ |
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Assert( v.IsValid() ); |
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vec_t l = v.Length(); |
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if (l != 0.0f) |
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{ |
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v /= l; |
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} |
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else |
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{ |
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v.x = v.y = 0.0f; |
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} |
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return l; |
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} |
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//----------------------------------------------------------------------------- |
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// Get the distance from this Vector2D to the other one |
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//----------------------------------------------------------------------------- |
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inline vec_t Vector2D::DistTo(const Vector2D &vOther) const |
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{ |
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Vector2D delta; |
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Vector2DSubtract( *this, vOther, delta ); |
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return delta.Length(); |
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} |
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inline vec_t Vector2D::DistToSqr(const Vector2D &vOther) const |
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{ |
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Vector2D delta; |
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Vector2DSubtract( *this, vOther, delta ); |
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return delta.LengthSqr(); |
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} |
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//----------------------------------------------------------------------------- |
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// Computes the closest point to vecTarget no farther than flMaxDist from vecStart |
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//----------------------------------------------------------------------------- |
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inline void ComputeClosestPoint2D( const Vector2D& vecStart, float flMaxDist, const Vector2D& vecTarget, Vector2D *pResult ) |
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{ |
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Vector2D vecDelta; |
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Vector2DSubtract( vecTarget, vecStart, vecDelta ); |
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float flDistSqr = vecDelta.LengthSqr(); |
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if ( flDistSqr <= flMaxDist * flMaxDist ) |
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{ |
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*pResult = vecTarget; |
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} |
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else |
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{ |
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vecDelta /= FastSqrt( flDistSqr ); |
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Vector2DMA( vecStart, flMaxDist, vecDelta, *pResult ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// |
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// Slow methods |
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// |
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//----------------------------------------------------------------------------- |
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#ifndef VECTOR_NO_SLOW_OPERATIONS |
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//----------------------------------------------------------------------------- |
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// Returns a Vector2D with the min or max in X, Y, and Z. |
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//----------------------------------------------------------------------------- |
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inline Vector2D Vector2D::Min(const Vector2D &vOther) const |
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{ |
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return Vector2D(x < vOther.x ? x : vOther.x, |
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y < vOther.y ? y : vOther.y); |
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} |
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inline Vector2D Vector2D::Max(const Vector2D &vOther) const |
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{ |
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return Vector2D(x > vOther.x ? x : vOther.x, |
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y > vOther.y ? y : vOther.y); |
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} |
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//----------------------------------------------------------------------------- |
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// arithmetic operations |
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//----------------------------------------------------------------------------- |
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inline Vector2D Vector2D::operator-(void) const |
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{ |
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return Vector2D(-x,-y); |
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} |
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inline Vector2D Vector2D::operator+(const Vector2D& v) const |
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{ |
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Vector2D res; |
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Vector2DAdd( *this, v, res ); |
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return res; |
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} |
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inline Vector2D Vector2D::operator-(const Vector2D& v) const |
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{ |
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Vector2D res; |
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Vector2DSubtract( *this, v, res ); |
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return res; |
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} |
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inline Vector2D Vector2D::operator*(float fl) const |
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{ |
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Vector2D res; |
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Vector2DMultiply( *this, fl, res ); |
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return res; |
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} |
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inline Vector2D Vector2D::operator*(const Vector2D& v) const |
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{ |
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Vector2D res; |
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Vector2DMultiply( *this, v, res ); |
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return res; |
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} |
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inline Vector2D Vector2D::operator/(float fl) const |
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{ |
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Vector2D res; |
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Vector2DDivide( *this, fl, res ); |
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return res; |
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} |
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inline Vector2D Vector2D::operator/(const Vector2D& v) const |
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{ |
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Vector2D res; |
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Vector2DDivide( *this, v, res ); |
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return res; |
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} |
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inline Vector2D operator*(float fl, const Vector2D& v) |
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{ |
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return v * fl; |
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} |
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#endif //slow |
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#endif // VECTOR2D_H |
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