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-rw-r--r--gmod/vector.hpp329
1 files changed, 0 insertions, 329 deletions
diff --git a/gmod/vector.hpp b/gmod/vector.hpp
deleted file mode 100644
index a917bb8..0000000
--- a/gmod/vector.hpp
+++ /dev/null
@@ -1,329 +0,0 @@
-#pragma once
-#include <cmath>
-#include <algorithm>
-
-class vec2_t {
-public:
- vec2_t( ) {
- x = y = 0.0f;
- }
-
- vec2_t( float X, float Y ) {
- x = X; y = Y;
- }
-
- vec2_t( float* v ) {
- x = v[ 0 ]; y = v[ 1 ];
- }
-
- vec2_t( const float* v ) {
- x = v[ 0 ]; y = v[ 1 ];
- }
-
- vec2_t( const vec2_t& v ) {
- x = v.x; y = v.y;
- }
-
- vec2_t& operator=( const vec2_t& v ) {
- x = v.x; y = v.y; return *this;
- }
-
- float& operator[]( int i ) {
- return ( ( float* )this )[ i ];
- }
-
- float operator[]( int i ) const {
- return ( ( float* )this )[ i ];
- }
-
- vec2_t& operator+=( const vec2_t& v ) {
- x += v.x; y += v.y; return *this;
- }
-
- vec2_t& operator-=( const vec2_t& v ) {
- x -= v.x; y -= v.y; return *this;
- }
-
- vec2_t& operator*=( const vec2_t& v ) {
- x *= v.x; y *= v.y; return *this;
- }
-
- vec2_t& operator/=( const vec2_t& v ) {
- x /= v.x; y /= v.y; return *this;
- }
-
- vec2_t& operator+=( float v ) {
- x += v; y += v; return *this;
- }
-
- vec2_t& operator-=( float v ) {
- x -= v; y -= v; return *this;
- }
-
- vec2_t& operator*=( float v ) {
- x *= v; y *= v; return *this;
- }
-
- vec2_t& operator/=( float v ) {
- x /= v; y /= v; return *this;
- }
-
- vec2_t operator+( const vec2_t& v ) const {
- return vec2_t( x + v.x, y + v.y );
- }
-
- vec2_t operator-( const vec2_t& v ) const {
- return vec2_t( x - v.x, y - v.y );
- }
-
- vec2_t operator*( const vec2_t& v ) const {
- return vec2_t( x * v.x, y * v.y );
- }
-
- vec2_t operator/( const vec2_t& v ) const {
- return vec2_t( x / v.x, y / v.y );
- }
-
- vec2_t operator+( float v ) const {
- return vec2_t( x + v, y + v );
- }
-
- vec2_t operator-( float v ) const {
- return vec2_t( x - v, y - v );
- }
-
- vec2_t operator*( float v ) const {
- return vec2_t( x * v, y * v );
- }
-
- vec2_t operator/( float v ) const {
- return vec2_t( x / v, y / v );
- }
-
- void set( float X = 0.0f, float Y = 0.0f ) {
- x = X; y = Y;
- }
-
- float length( void ) const {
- return sqrtf( x * x + y * y );
- }
-
- float lengthsqr( void ) const {
- return ( x * x + y * y );
- }
-
- float dist_to( const vec2_t& v ) const {
- return ( *this - v ).length( );
- }
-
- float dist_to_sqr( const vec2_t& v ) const {
- return ( *this - v ).lengthsqr( );
- }
-
- float dot( const vec2_t& v ) const {
- return ( x * v.x + y * v.y );
- }
-
- bool is_zero( void ) const {
- return ( x > -FLT_EPSILON && x < FLT_EPSILON &&
- y > -FLT_EPSILON && y < FLT_EPSILON );
- }
-
- operator bool( ) const noexcept {
- return !is_zero( );
- }
-
-public:
- float x, y;
-};
-
-class vec3_t {
-public:
- vec3_t( ) {
- x = y = z = 0.0f;
- }
-
- vec3_t( float X, float Y, float Z ) {
- x = X; y = Y; z = Z;
- }
-
- vec3_t( float* v ) {
- x = v[ 0 ]; y = v[ 1 ]; z = v[ 2 ];
- }
-
- vec3_t( const float* v ) {
- x = v[ 0 ]; y = v[ 1 ]; z = v[ 2 ];
- }
-
- vec3_t( const vec3_t& v ) {
- x = v.x; y = v.y; z = v.z;
- }
-
- vec3_t( const vec2_t& v ) {
- x = v.x; y = v.y; z = 0.0f;
- }
-
- __forceinline vec3_t& operator=( const vec3_t& v ) {
- x = v.x; y = v.y; z = v.z; return *this;
- }
-
- __forceinline vec3_t& operator=( const vec2_t& v ) {
- x = v.x; y = v.y; z = 0.0f; return *this;
- }
-
- float& operator[]( int i ) {
- return ( ( float* )this )[ i ];
- }
-
- __forceinline float operator[]( int i ) const {
- return ( ( float* )this )[ i ];
- }
-
- vec3_t& operator+=( const vec3_t& v ) {
- x += v.x; y += v.y; z += v.z; return *this;
- }
-
- vec3_t& operator-=( const vec3_t& v ) {
- x -= v.x; y -= v.y; z -= v.z; return *this;
- }
-
- vec3_t& operator*=( const vec3_t& v ) {
- x *= v.x; y *= v.y; z *= v.z; return *this;
- }
-
- vec3_t& operator/=( const vec3_t& v ) {
- x /= v.x; y /= v.y; z /= v.z; return *this;
- }
-
- vec3_t& operator+=( float v ) {
- x += v; y += v; z += v; return *this;
- }
-
- vec3_t& operator-=( float v ) {
- x -= v; y -= v; z -= v; return *this;
- }
-
- vec3_t& operator*=( float v ) {
- x *= v; y *= v; z *= v; return *this;
- }
-
- vec3_t& operator/=( float v ) {
- x /= v; y /= v; z /= v; return *this;
- }
-
- __forceinline vec3_t operator+( const vec3_t& v ) const {
- return vec3_t( x + v.x, y + v.y, z + v.z );
- }
-
- __forceinline vec3_t operator-( const vec3_t& v ) const {
- return vec3_t( x - v.x, y - v.y, z - v.z );
- }
-
- __forceinline vec3_t operator*( const vec3_t& v ) const {
- return vec3_t( x * v.x, y * v.y, z * v.z );
- }
-
- __forceinline vec3_t operator/( const vec3_t& v ) const {
- return vec3_t( x / v.x, y / v.y, z / v.z );
- }
-
- __forceinline vec3_t operator+( float v ) const {
- return vec3_t( x + v, y + v, z + v );
- }
-
- __forceinline vec3_t operator-( float v ) const {
- return vec3_t( x - v, y - v, z - v );
- }
-
- __forceinline vec3_t operator*( float v ) const {
- return vec3_t( x * v, y * v, z * v );
- }
-
- __forceinline vec3_t operator/( float v ) const {
- return vec3_t( x / v, y / v, z / v );
- }
-
- __forceinline float length( ) const {
- return sqrtf( x * x + y * y + z * z );
- }
-
- __forceinline float lengthsqr( ) const {
- return ( x * x + y * y + z * z );
- }
-
- __forceinline float length2d( ) const {
- return sqrtf( x * x + y * y );
- }
-
- __forceinline float length2dsqr( ) const {
- return ( x * x + y * y );
- }
-
- __forceinline float dist_to( const vec3_t& v ) const {
- return ( *this - v ).length( );
- }
-
- __forceinline float dist_to_sqr( const vec3_t& v ) const {
- return ( *this - v ).lengthsqr( );
- }
-
- __forceinline float dot( const vec3_t& v ) const {
- return ( x * v.x + y * v.y + z * v.z );
- }
-
- __forceinline float fov_to( const vec3_t& to ) const {
- const float from_length = length( );
- const float to_length = to.length( );
-
- if( from_length && to_length ) {
- return acos( dot( to ) / from_length * to_length );
- }
-
- return 0.f;
- }
-
- vec3_t cross( const vec3_t& v ) const {
- return vec3_t( y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x );
- }
-
- bool is_zero( ) const {
- return ( x > -FLT_EPSILON && x < FLT_EPSILON &&
- y > -FLT_EPSILON && y < FLT_EPSILON &&
- z > -FLT_EPSILON && z < FLT_EPSILON );
- }
-
- operator bool( ) const {
- return !is_zero( );
- }
-
- inline void normalize_vector( ) {
- vec3_t& v = *this;
-
- float iradius = 1.f / ( this->length( ) + FLT_EPSILON ); //FLT_EPSILON
-
- v.x *= iradius;
- v.y *= iradius;
- v.z *= iradius;
- }
-
- vec3_t clamp( ) {
- for ( size_t axis{ }; axis < 2; axis++ ) {
- auto &cur_axis = operator[]( axis );
- if ( !std::isfinite( cur_axis ) ) {
- cur_axis = 0.f;
- }
- }
-
- x = std::clamp( x, -89.f, 89.f );
- y = std::clamp( std::remainder( y, 360.f ), -180.f, 180.f );
- z = 0.f;
- return *this;
- }
-
-public:
- float x, y, z;
-};
-
-__forceinline vec3_t operator*( float f, const vec3_t& v ) {
- return v * f;
-}