Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NVECTOR_H
#define NVECTOR_H
#ifdef _WIN32
#pragma once
#endif
#include <math.h>
#define NVectorN NVector<N>
#define NVector3 NVector<3>
// N-dimensional vector.
template<int N>
class NVector
{
public:
NVectorN() {}
float& operator[]( int i );
float const& operator[]( int i ) const;
float Dot( NVectorN const &b ) const;
NVectorN Cross( NVectorN const &b ) const;
NVectorN Normalize() const;
float Length() const;
NVectorN operator-() const;
NVectorN operator+( NVectorN const &b ) const;
NVectorN const &operator+=( NVectorN const &b );
NVectorN operator-( NVectorN const &b ) const;
NVectorN operator*( float val ) const;
// Static helpers.
public:
static NVectorN SetupNVectorNull(); // Returns a vector of all zeros.
public:
float v[N];
};
template<int N>
inline float NDot( NVector<N> const &a, NVector<N> const &b )
{
float ret = 0;
for( int i=0; i < N; i++ )
ret += a.v[i] * b.v[i];
return ret;
}
template<int N>
Vector& ToVec( NVector<N> &vec ) {assert( N >= 3 ); return *((Vector*)&vec);}
template<int N>
Vector const& ToVec( NVector<N> const &vec ){assert( N >= 3 ); return *((Vector const*)&vec);}
NVector<3>& ToNVec( Vector &vec ) {return *((NVector<3>*)&vec);}
NVector<3> const& ToNVec( Vector const &vec ) {return *((NVector<3> const*)&vec);}
// ------------------------------------------------------------------------------------ //
// NVector inlines.
// ------------------------------------------------------------------------------------ //
template<int N>
NVectorN NVectorN::SetupNVectorNull()
{
NVector<N> ret;
memset( ret.v, 0, sizeof(float)*N );
return ret;
}
template<int N>
float& NVectorN::operator[]( int i )
{
assert( i >= 0 && i < N );
return v[i];
}
template<int N>
float const& NVectorN::operator[]( int i ) const
{
assert( i >= 0 && i < N );
return v[i];
}
template<int N>
float NVectorN::Dot( NVectorN const &b ) const
{
float ret = 0;
for( int i=0; i < N; i++ )
ret += v[i]*b.v[i];
return ret;
}
template<int N>
NVectorN NVectorN::Cross( NVectorN const &b ) const
{
NVector<N> ret;
NMatrix<N-1> mat;
for( int i=0; i < N; i++ )
{
for( y=0; y < N; y++ )
for( x=0; x < N; x++ )
mat.m[y][x] =
ret.v[i] = v[i]*b.v[i];
}
return ret;
}
template<int N>
NVectorN NVectorN::Normalize() const
{
return *this * (1.0f / Length());
}
template<int N>
float NVectorN::Length() const
{
return (float)sqrt( Dot(*this) );
}
template<int N>
NVectorN NVectorN::operator-() const
{
NVectorN ret;
for( int i=0; i < N; i++ )
ret.v[i] = -v[i];
return ret;
}
template<int N>
NVectorN NVectorN::operator+( NVectorN const &b ) const
{
NVectorN ret;
for( int i=0; i < N; i++ )
ret.v[i] = v[i]+b.v[i];
return ret;
}
template<int N>
NVectorN const &NVectorN::operator+=( NVectorN const &b )
{
for( int i=0; i < N; i++ )
v[i] += b.v[i];
return *this;
}
template<int N>
NVectorN NVectorN::operator-( NVectorN const &b ) const
{
NVectorN ret;
for( int i=0; i < N; i++ )
ret.v[i] = v[i]-b.v[i];
return ret;
}
template<int N>
NVectorN NVectorN::operator*( float val ) const
{
NVectorN ret;
for( int i=0; i < N; i++ )
ret.v[i] = v[i] * val;
return ret;
}
#endif // NVECTOR_H