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//========= 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
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