diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/public/mathlib/vector2d.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/public/mathlib/vector2d.h')
| -rw-r--r-- | sp/src/public/mathlib/vector2d.h | 1340 |
1 files changed, 670 insertions, 670 deletions
diff --git a/sp/src/public/mathlib/vector2d.h b/sp/src/public/mathlib/vector2d.h index 2c6bb242..41385589 100644 --- a/sp/src/public/mathlib/vector2d.h +++ b/sp/src/public/mathlib/vector2d.h @@ -1,670 +1,670 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//=============================================================================//
-
-#ifndef VECTOR2D_H
-#define VECTOR2D_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include <math.h>
-#include <float.h>
-
-// For vec_t, put this somewhere else?
-#include "tier0/basetypes.h"
-
-// For rand(). We really need a library!
-#include <stdlib.h>
-
-#include "tier0/dbg.h"
-#include "mathlib/math_pfns.h"
-
-//=========================================================
-// 2D Vector2D
-//=========================================================
-
-class Vector2D
-{
-public:
- // Members
- vec_t x, y;
-
- // Construction/destruction
- Vector2D(void);
- 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(void)
-{
-#ifdef _DEBUG
- // Initialize to NAN to catch errors
- x = y = VEC_T_NAN;
-#endif
-}
-
-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
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#ifndef VECTOR2D_H +#define VECTOR2D_H + +#ifdef _WIN32 +#pragma once +#endif + +#include <math.h> +#include <float.h> + +// For vec_t, put this somewhere else? +#include "tier0/basetypes.h" + +// For rand(). We really need a library! +#include <stdlib.h> + +#include "tier0/dbg.h" +#include "mathlib/math_pfns.h" + +//========================================================= +// 2D Vector2D +//========================================================= + +class Vector2D +{ +public: + // Members + vec_t x, y; + + // Construction/destruction + Vector2D(void); + 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(void) +{ +#ifdef _DEBUG + // Initialize to NAN to catch errors + x = y = VEC_T_NAN; +#endif +} + +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 + |