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