#ifndef VECTOR2D_H #define VECTOR2D_H #ifdef _WIN32 #pragma once #endif #include #include #include #include "dbg.h" #include "math_pfns.h" class Vector2D { public: vec_t x, y; Vector2D(void); Vector2D(vec_t X, vec_t Y); Vector2D(const float* pFloat); void Init(vec_t ix = 0.0f, vec_t iy = 0.0f); bool IsValid() const; vec_t operator[](int i) const; vec_t& operator[](int i); vec_t* Base(); vec_t const* Base() const; void Random(float minVal, float maxVal); bool operator==(const Vector2D& v) const; bool operator!=(const Vector2D& v) const; 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); void Negate(); vec_t Length() const; vec_t LengthSqr(void) const; bool IsZero(float tolerance = 0.01f) const { return (x > -tolerance && x < tolerance&& y > -tolerance && y < tolerance); } vec_t NormalizeInPlace(); bool IsLengthGreaterThan(float val) const; bool IsLengthLessThan(float val) const; vec_t DistTo(const Vector2D& vOther) const; vec_t DistToSqr(const Vector2D& vOther) const; void CopyToArray(float* rgfl) const; void MulAdd(const Vector2D& a, const Vector2D& b, float scalar); vec_t Dot(const Vector2D& vOther) const; Vector2D& operator=(const Vector2D& vOther); #ifndef VECTOR_NO_SLOW_OPERATIONS Vector2D(const Vector2D& vOther); 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; Vector2D Cross(const Vector2D& vOther) const; Vector2D Min(const Vector2D& vOther) const; Vector2D Max(const Vector2D& vOther) const; #else private: Vector2D(const Vector2D& vOther); #endif }; const Vector2D vec2_origin(0, 0); const Vector2D vec2_invalid(FLT_MAX, FLT_MAX); void Vector2DClear(Vector2D& a); void Vector2DCopy(const Vector2D& src, Vector2D& dst); 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); 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 vec_t Vector2DNormalize(Vector2D& v); vec_t Vector2DLength(const Vector2D& v); vec_t DotProduct2D(const Vector2D& a, const Vector2D& b); void Vector2DLerp(const Vector2D& src1, const Vector2D& src2, vec_t t, Vector2D& dest); inline Vector2D::Vector2D(void) { #ifdef _DEBUG 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()); } inline Vector2D::Vector2D(const Vector2D& vOther) { Assert(vOther.IsValid()); x = vOther.x; y = vOther.y; } 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; } inline Vector2D& Vector2D::operator=(const Vector2D& vOther) { Assert(vOther.IsValid()); x = vOther.x; y = vOther.y; return *this; } 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]; } inline vec_t* Vector2D::Base() { return (vec_t*)this; } inline vec_t const* Vector2D::Base() const { return (vec_t const*)this; } inline bool Vector2D::IsValid() const { return IsFinite(x) && IsFinite(y); } 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); } 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; } 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; } 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; } inline vec_t DotProduct2D(const Vector2D& a, const Vector2D& b) { Assert(a.IsValid() && b.IsValid()); return(a.x * b.x + a.y * b.y); } inline vec_t Vector2D::Dot(const Vector2D& vOther) const { return DotProduct2D(*this, vOther); } 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; } 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; } 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(); } 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); } } #ifndef VECTOR_NO_SLOW_OPERATIONS 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); } 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 #endif