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131 lines
4.8 KiB
131 lines
4.8 KiB
/*** |
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* |
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* Copyright (c) 1999, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// Vector.h |
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// A subset of the extdll.h in the project HL Entity DLL |
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// |
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#if !defined FILE_UTIL_VECTOR_H |
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#define FILE_UTIL_VECTOR_H |
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// Misc C-runtime library headers |
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#include "STDIO.H" |
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#include "STDLIB.H" |
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#include "MATH.H" |
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// Header file containing definition of globalvars_t and entvars_t |
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typedef int func_t; // |
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typedef int string_t; // from engine's pr_comp.h; |
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typedef float vec_t; // needed before including progdefs.h |
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//========================================================= |
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// 2DVector - used for many pathfinding and many other |
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// operations that are treated as planar rather than 3d. |
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//========================================================= |
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class Vector2D |
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{ |
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public: |
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inline Vector2D(void) { } |
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inline Vector2D(float X, float Y) { x = X; y = Y; } |
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inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); } |
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inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); } |
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inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); } |
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inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); } |
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inline float Length(void) const { return (float)sqrt(x*x + y*y ); } |
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inline Vector2D Normalize ( void ) const |
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{ |
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Vector2D vec2; |
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float flLen = Length(); |
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if ( flLen == 0 ) |
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{ |
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return Vector2D( (float)0, (float)0 ); |
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} |
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else |
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{ |
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flLen = 1 / flLen; |
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return Vector2D( x * flLen, y * flLen ); |
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} |
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} |
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vec_t x, y; |
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}; |
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inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); } |
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inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; } |
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//========================================================= |
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// 3D Vector |
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//========================================================= |
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class Vector // same data-layout as engine's vec3_t, |
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{ // which is a vec_t[3] |
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public: |
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// Construction/destruction |
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inline Vector(void) { } |
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inline Vector(float X, float Y, float Z) { x = X; y = Y; z = Z; } |
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inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; } |
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inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; } |
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inline Vector(const Vector& v) { x = v.x; y = v.y; z = v.z; } |
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inline Vector(float rgfl[3]) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; } |
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// Operators |
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inline Vector operator-(void) const { return Vector(-x,-y,-z); } |
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inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; } |
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inline int operator!=(const Vector& v) const { return !(*this==v); } |
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inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); } |
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inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); } |
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inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); } |
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inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); } |
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// Methods |
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inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; } |
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inline float Length(void) const { return (float)sqrt(x*x + y*y + z*z); } |
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operator float *() { return &x; } // Vectors will now automatically convert to float * when needed |
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operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed |
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inline Vector Normalize(void) const |
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{ |
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float flLen = Length(); |
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if (flLen == 0) return Vector(0,0,1); // ???? |
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flLen = 1 / flLen; |
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return Vector(x * flLen, y * flLen, z * flLen); |
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} |
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inline Vector2D Make2D ( void ) const |
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{ |
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Vector2D Vec2; |
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Vec2.x = x; |
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Vec2.y = y; |
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return Vec2; |
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} |
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inline float Length2D(void) const { return (float)sqrt(x*x + y*y); } |
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// Members |
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vec_t x, y, z; |
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}; |
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inline Vector operator*(float fl, const Vector& v) { return v * fl; } |
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inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); } |
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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 ); } |
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#define vec3_t Vector |
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#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];} |
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#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];} |
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#define VectorClear(a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;} |
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#endif
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