Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, 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 RandomFloat()
#include "vstdlib/random.h"
#include "tier0/dbg.h"
#include "mathlib/math_pfns.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#ifndef M_PI_F
#define M_PI_F ((float)(M_PI))
#endif
#ifndef DEG2RAD
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
#endif
extern void inline SinCos( float radians, float * RESTRICT sine, float * RESTRICT cosine );
//=========================================================
// 2D Vector2D
//=========================================================
class Vector2D
{
public:
// Members
vec_t x, y;
// Construction/destruction
Vector2D();
Vector2D(vec_t X, vec_t Y);
explicit 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()
{
#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() );
}
#if !defined(__SPU__)
inline void Vector2D::Random( float minVal, float maxVal )
{
x = RandomFloat( minVal , maxVal );
y = RandomFloat( minVal , maxVal );
}
#endif
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 Vector2DRotate( const Vector2D& vIn, float flDegrees, Vector2D& vOut )
{
float c, s;
SinCos( DEG2RAD( flDegrees ), &s, &c );
vOut.x = vIn.x*c - vIn.y*s;
vOut.y = vIn.x*s + vIn.y*c;
}
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