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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef VECTOR2D_H
#define VECTOR2D_H
#ifdef _WIN32
#pragma once
#endif
#include <float.h>
#include <math.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 "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