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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /Commando/Code/wwmath/vector2.h 24 7/06/01 9:43a Byon_g $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Westwood 3D *
- * *
- * File Name : VECTOR2.H *
- * *
- * Programmer : Greg Hjelstrom *
- * *
- * Start Date : 02/24/97 *
- * *
- * Last Update : February 24, 1997 [GH] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Scalar Division Operator -- Divide a vector by a scalar *
- * Scalar Multiply Operator -- Multiply a vector by a scalar *
- * Vector Addition Operator -- Add two vectors *
- * Vector Subtraction Operator -- Subract two vectors *
- * Vector Inner Product Operator -- Compute the inner or dot product *
- * Vector Equality Operator -- Detemine if two vectors are identical *
- * Equal_Within_Epsilon -- Determine if two vectors are identical within *
- * Vector Inequality Operator -- Detemine if two vectors are identical *
- * Swap -- swap two Vector2's *
- * Vector2::Is_Valid -- Verifies that all components are valid floats *
- * Vector2::Update_Min -- sets each component of the vector to the min of this and a. *
- * Vector2::Update_Max -- sets each component of the vector to the max of this and a. *
- * Vector2::Scale -- multiply components of a vector by independant scaling factors. *
- * Vector2::Lerp -- linearly interpolates two Vector2's *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef VECTOR2_H
- #define VECTOR2_H
- #include "always.h"
- #include "wwmath.h"
- #include <math.h>
- /*
- ** 2-Dimensional Vectors
- */
- class Vector2
- {
- public:
- union {
- float X;
- float U;
- };
- union {
- float Y;
- float V;
- };
- // Constructors
- WWINLINE Vector2(void) {};
- WWINLINE Vector2(const Vector2 & v) { X = v.X; Y = v.Y; }
- WWINLINE Vector2(float x, float y) { X = x; Y = y; }
- WWINLINE Vector2(const float vector[2]) { X = vector[0]; Y = vector[1]; }
-
-
- // Assignment
- WWINLINE Vector2 & operator = (const Vector2 & v) { X = v[0]; Y = v[1]; return *this; }
- WWINLINE void Set(float x, float y) { X = x; Y = y; }
- WWINLINE void Set(const Vector2 & v) { X = v.X; Y = v.Y; }
- // Array access
- WWINLINE float & operator [](int i) { return (&X)[i]; }
- WWINLINE const float & operator [](int i) const { return (&X)[i]; }
- // normalize, compute length
- WWINLINE void Normalize(void);
- WWINLINE float Length(void) const;
- WWINLINE float Length2(void) const;
- // unary operators
- WWINLINE Vector2 operator-() const { return Vector2(-X,-Y); }
- WWINLINE Vector2 operator+() const { return *this; }
- WWINLINE Vector2 & operator += (const Vector2 & v) { X += v.X; Y += v.Y; return *this; }
- WWINLINE Vector2 & operator -= (const Vector2 & v) { X -= v.X; Y -= v.Y; return *this; }
- WWINLINE Vector2 & operator *= (float k) { X = (float)(X*k); Y=(float)(Y*k); return *this; }
- WWINLINE Vector2 & operator /= (float k) { k=1.0f/k; X*=k; Y*=k; return *this; }
- // scalar multiplication, division
- WWINLINE friend Vector2 operator * (const Vector2 &a,float k);
- WWINLINE friend Vector2 operator * (float k,const Vector2 &a);
- WWINLINE friend Vector2 operator / (const Vector2 &a,float k);
- // vector addition,subtraction
- WWINLINE friend Vector2 operator + (const Vector2 &a,const Vector2 &b);
- WWINLINE friend Vector2 operator - (const Vector2 &a,const Vector2 &b);
- // dot product / inner product
- WWINLINE friend float operator * (const Vector2 &a,const Vector2 &b);
- static WWINLINE float Dot_Product(const Vector2 &a,const Vector2 &b);
- // dot product between a and perpendicular vector to b
- static float Perp_Dot_Product(const Vector2 &a,const Vector2 &b);
-
- // Equality operators
- friend bool operator == (const Vector2 &a,const Vector2 &b);
- friend bool operator != (const Vector2 &a,const Vector2 &b);
- WWINLINE friend bool Equal_Within_Epsilon(const Vector2 &a,const Vector2 &b,float epsilon);
- // Rotation
- WWINLINE void Rotate(float theta);
- WWINLINE void Rotate(float s, float c);
- WWINLINE bool Rotate_Towards_Vector(Vector2 &target, float max_theta, bool & positive_turn);
- WWINLINE bool Rotate_Towards_Vector(Vector2 &target, float max_s, float max_c, bool & positive_turn);
- // verify that none of the members of this vector are invalid floats
- WWINLINE bool Is_Valid(void) const;
- // make this vector the min or max of itself and the passed vector
- WWINLINE void Update_Min (const Vector2 & a);
- WWINLINE void Update_Max (const Vector2 & a);
- WWINLINE void Scale (float a, float b);
- WWINLINE void Scale (const Vector2 & a);
- static WWINLINE float Distance(const Vector2 &p1, const Vector2 &p2);
- static WWINLINE float Quick_Distance(const Vector2 &p1, const Vector2 &p2);
- // interpolate between two Vector2's
- static void Lerp(const Vector2 & a,const Vector2 & b,float t,Vector2 * set_result);
- };
- /**************************************************************************
- * Scalar Multiply Operator -- Multiply a vector by a scalar *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector2 operator * (const Vector2 &a,float k)
- {
- float a0k(a[0] * k);
- float a1k(a[1] * k);
- return Vector2(a0k,a1k);
- }
- WWINLINE Vector2 operator * (float k, const Vector2 &a)
- {
- float a0k(a[0] * k);
- float a1k(a[1] * k);
- return Vector2(a0k,a1k);
- }
- /**************************************************************************
- * Scalar Division Operator -- Divide a vector by a scalar *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE Vector2 operator / (const Vector2 &a,float k)
- {
- float ook=1.0f/k;
- float a0ook(a[0] * ook);
- float a1ook(a[1] * ook);
- return Vector2(a0ook,a1ook);
- }
- /**************************************************************************
- * Vector Addition Operator -- Add two vectors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector2 operator + (const Vector2 &a,const Vector2 &b)
- {
- return Vector2(
- a.X + b.X,
- a.Y + b.Y
- );
- }
- /**************************************************************************
- * Vector Subtraction Operator -- Subract two vectors *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 02/24/1997 GH : Created. *
- *========================================================================*/
- WWINLINE Vector2 operator - (const Vector2 &a,const Vector2 &b)
- {
- return Vector2(
- a.X - b.X,
- a.Y - b.Y
- );
- }
- /**************************************************************************
- * Vector Inner Product -- Compute the inner or dot product of two vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE float operator * (const Vector2 &a,const Vector2 &b)
- {
- return a.X*b.X + a.Y*b.Y;
- }
- WWINLINE float Vector2::Dot_Product(const Vector2 &a,const Vector2 &b)
- {
- return a*b;
- }
- WWINLINE float Vector2::Perp_Dot_Product(const Vector2 &a,const Vector2 &b)
- {
- return a.X * -b.Y + a.Y * b.X;
- }
- /**************************************************************************
- * Vector Equality Operator -- Detemine if two vectors are identical *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool operator == (const Vector2 &a,const Vector2 &b)
- {
- bool a0b0(a[0] == b[0]);
- bool a1b1(a[1] == b[1]);
- return ( a0b0 & a1b1);
- }
- /**************************************************************************
- * Vector Inequality Operator -- Detemine if two vectors are identical *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool operator != (const Vector2 &a,const Vector2 &b)
- {
- bool a0b0(a[0] != b[0]);
- bool a1b1(a[1] != b[1]);
- return ( a0b0 | a1b1);
- }
- /**************************************************************************
- * Equal_Within_Epsilon -- Determine if two vectors are identical within e*
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool Equal_Within_Epsilon(const Vector2 &a,const Vector2 &b,float epsilon)
- {
- return( (WWMath::Fabs(a.X - b.X) < epsilon) && (WWMath::Fabs(a.Y - b.Y) < epsilon) );
- }
- /**************************************************************************
- * Vector2::Normalize -- Normalizes the vector. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE void Vector2::Normalize()
- {
- float len2 = Length2();
- if (len2 != 0.0f) {
- float oolen = WWMath::Inv_Sqrt(len2);
- X *= oolen;
- Y *= oolen;
- }
- }
- WWINLINE Vector2 Normalize(const Vector2 & vec)
- {
- float len2 = vec.Length2();
- if (len2 != 0.0f) {
- float oolen = WWMath::Inv_Sqrt(len2);
- return vec / oolen;
- }
- return Vector2(0.0f,0.0f);
- }
- /**************************************************************************
- * Vector2::Length -- Returns the length of the vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE float Vector2::Length() const
- {
- return (float)WWMath::Sqrt(Length2());
- }
- /**************************************************************************
- * Vector2::Length -- Returns the square of the length of the vector *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE float Vector2::Length2() const
- {
- return (X*X + Y*Y);
- }
- /**************************************************************************
- * Vector2::Rotate -- Rotate vector *
- * *
- * INPUT: *
- * float theta - angle to rotate *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE void Vector2::Rotate(float theta)
- {
- Rotate(WWMath::Sin(theta), WWMath::Cos(theta));
- }
- /**************************************************************************
- * Vector2::Rotate -- Rotate vector *
- * *
- * INPUT: *
- * s - sine of the angle *
- * c - cosine of the angle *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE void Vector2::Rotate(float s, float c)
- {
- float new_x = X * c + Y * -s;
- float new_y = X * s + Y * c;
- X = new_x;
- Y = new_y;
- }
- /**************************************************************************
- * Vector2::Rotate -- Rotate towards given vector (stop on reaching it) *
- * *
- * INPUT: *
- * float theta - angle to rotate *
- * *
- * OUTPUT: *
- * bool - true if we have reached the desired vector *
- * *
- * WARNINGS: *
- * This function assumes both vectors are normalized! *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool Vector2::Rotate_Towards_Vector(Vector2 &target, float max_theta, bool & positive_turn)
- {
- return Rotate_Towards_Vector(target, WWMath::Sin(max_theta), WWMath::Cos(max_theta), positive_turn);
- }
- /**************************************************************************
- * Vector2::Rotate -- Rotate towards given vector (stop on reaching it) *
- * *
- * INPUT: *
- * s - sine of the angle *
- * c - cosine of the angle *
- * *
- * OUTPUT: *
- * bool - true if we have reached the desired vector *
- * *
- * WARNINGS: *
- * This function assumes both vectors are normalized! *
- * *
- * HISTORY: *
- *========================================================================*/
- WWINLINE bool Vector2::Rotate_Towards_Vector(Vector2 &target, float max_s, float max_c, bool & positive_turn)
- {
- bool return_value = false;
-
- positive_turn = Vector2::Perp_Dot_Product(target, *this) > 0.0f;
- if (Vector2::Dot_Product(*this, target) >= max_c) {
- Set(target);
- return_value = true;
- } else {
- // Determine turn direction and rotate accordingly.
- if (positive_turn) {
- Rotate(max_s, max_c);
- } else {
- Rotate(-max_s, max_c);
- }
- }
- return return_value;
- }
- /***********************************************************************************************
- * Swap -- swap two Vector2's *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 08/11/1997 GH : Created. *
- *=============================================================================================*/
- WWINLINE void Swap(Vector2 & a,Vector2 & b)
- {
- Vector2 tmp(a);
- a = b;
- b = tmp;
- }
- /***********************************************************************************************
- * Vector2::Is_Valid -- Verifies that all components are valid floats *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 10/18/99 gth : Created. *
- *=============================================================================================*/
- WWINLINE bool Vector2::Is_Valid(void) const
- {
- return (WWMath::Is_Valid_Float(X) && WWMath::Is_Valid_Float(Y));
- }
- /***********************************************************************************************
- * Vector2::Update_Min -- Set each component of the vector to the min of this and a. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/12/00 IML : Created. *
- *=============================================================================================*/
- WWINLINE void Vector2::Update_Min (const Vector2 & a)
- {
- if (a.X < X) X = a.X;
- if (a.Y < Y) Y = a.Y;
- }
- /***********************************************************************************************
- * Vector2::Update_Max -- Set each component of the vector to the max of this and a. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/12/00 IML : Created. *
- *=============================================================================================*/
- WWINLINE void Vector2::Update_Max (const Vector2 & a)
- {
- if (a.X > X) X = a.X;
- if (a.Y > Y) Y = a.Y;
- }
- /***********************************************************************************************
- * Vector2::Scale -- multiply components of a vector by independant scaling factors. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/19/2000 IML : Created. *
- *=============================================================================================*/
- WWINLINE void Vector2::Scale (float a, float b)
- {
- X *= a;
- Y *= b;
- }
- /***********************************************************************************************
- * Vector2::Scale -- multiply components of a vector by independant scaling factors. *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 06/19/2000 IML : Created. *
- *=============================================================================================*/
- WWINLINE void Vector2::Scale (const Vector2 & a)
- {
- X *= a.X;
- Y *= a.Y;
- }
- /***********************************************************************************************
- * Quick_Distance -- Fast but inaccurate 2D distance calculation. *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE float Quick_Distance(float x1, float y1, float x2, float y2)
- {
- // From Graphic Gems I.
- float x_diff = x1 - x2;
- float y_diff = y1 - y2;
- WWMath::Fabs(x_diff);
- WWMath::Fabs(y_diff);
- if (x_diff > y_diff)
- {
- return ((y_diff / 2) + x_diff);
- }
- else
- {
- return ((x_diff / 2) + y_diff);
- }
- }
- WWINLINE float Vector2::Quick_Distance(const Vector2 &a, const Vector2 &b)
- {
- return ::Quick_Distance(a.X, a.Y, b.X, b.Y);
- }
- /***********************************************************************************************
- * Distance -- Accurate distance 2D calculation. *
- * *
- * *
- * *
- * *
- * HISTORY: *
- * 11/29/1999MLL: Created. *
- *=============================================================================================*/
- WWINLINE float Vector2::Distance(const Vector2 &a, const Vector2 &b)
- {
- Vector2 temp;
- temp = a - b;
- return (temp.Length());
- }
- WWINLINE float Distance(float x1, float y1, float x2, float y2)
- {
- float x_diff = x1 - x2;
- float y_diff = y1 - y2;
-
- return (WWMath::Sqrt((x_diff * x_diff) + (y_diff * y_diff)));
- }
- /***********************************************************************************************
- * Vector2::Lerp -- linearly interpolates two Vector2's *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 4/14/2000 gth : Created. *
- *=============================================================================================*/
- WWINLINE void Vector2::Lerp(const Vector2 & a,const Vector2 & b,float t,Vector2 * set_result)
- {
- assert(set_result != NULL);
- set_result->X = (a.X + (b.X - a.X)*t);
- set_result->Y = (a.Y + (b.Y - a.Y)*t);
- }
- #endif /* VECTOR2_H */
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