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2020-08-04 13:13:01 -04:00

169 lines
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C++

//========= Copyright 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