Files
funnygame/external/steamworks/glmgr/mathlite.h
2025-07-13 15:47:42 +03:00

4438 lines
117 KiB
C++

#ifndef MATHLITE_H
#define MATHLITE_H
//-----------------------------------------------------------------------------
// includes
#include <math.h>
#include <float.h>
#include <stdlib.h>
#include <string.h>
#if defined( OSX ) && defined( __aarch64__ )
#include <simd/simd.h>
#else
#include <xmmintrin.h>
#endif
//-----------------------------------------------------------------------------
// macros
#define FLOAT32_NAN_BITS (unsigned long)0x7FC00000 // not a number!
#define FLOAT32_NAN BitsToFloat( FLOAT32_NAN_BITS )
#define VEC_T_NAN FLOAT32_NAN
//#define FastSqrt(x) sqrt(x)
#ifndef Assert
#define Assert(x)
#endif
#ifndef RAD2DEG
#define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
#endif
#ifndef DEG2RAD
#define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
#endif
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
//-----------------------------------------------------------------------------
// typedefs
typedef float vec_t;
enum
{
PITCH = 0, // up / down
YAW, // left / right
ROLL // fall over
};
//-----------------------------------------------------------------------------
// inlines
inline float fpmin( float a, float b )
{
return ( a < b ) ? a : b;
}
inline float fpmax( float a, float b )
{
return ( a > b ) ? a : b;
}
inline unsigned long& FloatBits( vec_t& f )
{
return *reinterpret_cast<unsigned long*>((char*)(&f));
}
inline unsigned long FloatBits( const vec_t &f )
{
union Convertor_t
{
vec_t f;
unsigned long ul;
}tmp;
tmp.f = f;
return tmp.ul;
}
inline vec_t BitsToFloat( unsigned long i )
{
union Convertor_t
{
vec_t f;
unsigned long ul;
}tmp;
tmp.ul = i;
return tmp.f;
}
inline bool IsFinite( const vec_t &f )
{
#if _X360
return f == f && fabs(f) <= FLT_MAX;
#else
return ((FloatBits(f) & 0x7F800000) != 0x7F800000);
#endif
}
inline unsigned long FloatAbsBits( vec_t f )
{
return FloatBits(f) & 0x7FFFFFFF;
}
inline float FloatMakeNegative( vec_t f )
{
return BitsToFloat( FloatBits(f) | 0x80000000 );
}
inline float FloatMakePositive( vec_t f )
{
return (float)fabs( f );
}
inline void SinCos( float radians, float *sine, float *cosine )
{
*sine = sin(radians);
*cosine = cos(radians);
}
//-----------------------------------------------------------------------------
// The following are not declared as macros because they are often used in limiting situations,
// and sometimes the compiler simply refuses to inline them for some reason
#ifndef FastSqrt
inline float FastSqrt( float x )
{
#if defined( OSX ) && defined( __aarch64__ )
return simd::sqrt( x );
#else
__m128 root = _mm_sqrt_ss( _mm_load_ss( &x ) );
return *( reinterpret_cast<float *>( &root ) );
#endif
}
#endif
inline float FastRSqrtFast( float x )
{
#if defined( OSX ) && defined( __aarch64__ )
return simd::fast::rsqrt( x );
#else
// use intrinsics
__m128 rroot = _mm_rsqrt_ss( _mm_load_ss( &x ) );
return *( reinterpret_cast<float *>( &rroot ) );
#endif
}
// Single iteration NewtonRaphson reciprocal square root:
// 0.5 * rsqrtps * (3 - x * rsqrtps(x) * rsqrtps(x))
// Very low error, and fine to use in place of 1.f / sqrtf(x).
inline float FastRSqrt( float x )
{
float rroot = FastRSqrtFast( x );
return (0.5f * rroot) * (3.f - (x * rroot) * rroot);
}
//-----------------------------------------------------------------------------
// classes
// Used to make certain code easier to read.
#define X_INDEX 0
#define Y_INDEX 1
#define Z_INDEX 2
#ifdef VECTOR_PARANOIA
#define CHECK_VALID( _v) Assert( (_v).IsValid() )
#else
#ifdef GNUC
#define CHECK_VALID( _v)
#else
#define CHECK_VALID( _v) 0
#endif
#endif
#define VecToString(v) (static_cast<const char *>(CFmtStr("(%f, %f, %f)", (v).x, (v).y, (v).z))) // ** Note: this generates a temporary, don't hold reference!
class VectorByValue;
//=========================================================
// 3D Vector
//=========================================================
class Vector
{
public:
// Members
vec_t x, y, z;
// Construction/destruction:
Vector(void);
Vector(vec_t X, vec_t Y, vec_t Z);
// Initialization
void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f);
// TODO (Ilya): Should there be an init that takes a single float for consistency?
// Got any nasty NAN's?
bool IsValid() const;
void Invalidate();
// array access...
vec_t operator[](int i) const;
vec_t& operator[](int i);
// Base address...
vec_t* Base();
vec_t const* Base() const;
// Cast to Vector2D...
//Vector2D& AsVector2D();
//const Vector2D& AsVector2D() const;
// Initialization methods
void Random( vec_t minVal, vec_t maxVal );
inline void Zero(); ///< zero out a vector
// equality
bool operator==(const Vector& v) const;
bool operator!=(const Vector& v) const;
// arithmetic operations
inline Vector& operator+=(const Vector &v);
inline Vector& operator-=(const Vector &v);
inline Vector& operator*=(const Vector &v);
inline Vector& operator*=(float s);
inline Vector& operator/=(const Vector &v);
inline Vector& operator/=(float s);
inline Vector& operator+=(float fl) ; ///< broadcast add
inline Vector& operator-=(float fl) ; ///< broadcast sub
// negate the vector components
void Negate();
// Get the vector's magnitude.
inline vec_t Length() const;
// Get the vector's magnitude squared.
inline vec_t LengthSqr(void) const
{
CHECK_VALID(*this);
return (x*x + y*y + z*z);
}
// return true if this vector is (0,0,0) within tolerance
bool IsZero( float tolerance = 0.01f ) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance);
}
vec_t NormalizeInPlace();
Vector Normalized() const;
bool IsLengthGreaterThan( float val ) const;
bool IsLengthLessThan( float val ) const;
// check if a vector is within the box defined by two other vectors
inline bool WithinAABox( Vector const &boxmin, Vector const &boxmax);
// Get the distance from this vector to the other one.
vec_t DistTo(const Vector &vOther) const;
// Get the distance from this vector to the other one squared.
// NJS: note, VC wasn't inlining it correctly in several deeply nested inlines due to being an 'out of line' inline.
// may be able to tidy this up after switching to VC7
inline vec_t DistToSqr(const Vector &vOther) const
{
Vector delta;
delta.x = x - vOther.x;
delta.y = y - vOther.y;
delta.z = z - vOther.z;
return delta.LengthSqr();
}
// 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 vector equation (because it's done per-component
// rather than per-vector).
void MulAdd(const Vector& a, const Vector& b, float scalar);
// Dot product.
vec_t Dot(const Vector& vOther) const;
// assignment
Vector& operator=(const Vector &vOther);
// returns 0, 1, 2 corresponding to the component with the largest absolute value
inline int LargestComponent() const;
// 2d
vec_t Length2D(void) const;
vec_t Length2DSqr(void) const;
operator VectorByValue &() { return *((VectorByValue *)(this)); }
operator const VectorByValue &() const { return *((const VectorByValue *)(this)); }
#ifndef VECTOR_NO_SLOW_OPERATIONS
// copy constructors
// Vector(const Vector &vOther);
// arithmetic operations
Vector operator-(void) const;
Vector operator+(const Vector& v) const;
Vector operator-(const Vector& v) const;
Vector operator*(const Vector& v) const;
Vector operator/(const Vector& v) const;
Vector operator*(float fl) const;
Vector operator/(float fl) const;
// Cross product between two vectors.
Vector Cross(const Vector &vOther) const;
// Returns a vector with the min or max in X, Y, and Z.
Vector Min(const Vector &vOther) const;
Vector Max(const Vector &vOther) const;
#else
private:
// No copy constructors allowed if we're in optimal mode
Vector(const Vector& vOther);
#endif
};
#define USE_M64S ( ( !defined( _X360 ) ) )
//=========================================================
// 4D Short Vector (aligned on 8-byte boundary)
//=========================================================
#if 0
class ALIGN8 ShortVector
{
public:
short x, y, z, w;
// Initialization
void Init(short ix = 0, short iy = 0, short iz = 0, short iw = 0 );
#if USE_M64S
__m64 &AsM64() { return *(__m64*)&x; }
const __m64 &AsM64() const { return *(const __m64*)&x; }
#endif
// Setter
void Set( const ShortVector& vOther );
void Set( const short ix, const short iy, const short iz, const short iw );
// array access...
short operator[](int i) const;
short& operator[](int i);
// Base address...
short* Base();
short const* Base() const;
// equality
bool operator==(const ShortVector& v) const;
bool operator!=(const ShortVector& v) const;
// Arithmetic operations
inline ShortVector& operator+=(const ShortVector &v);
inline ShortVector& operator-=(const ShortVector &v);
inline ShortVector& operator*=(const ShortVector &v);
inline ShortVector& operator*=(float s);
inline ShortVector& operator/=(const ShortVector &v);
inline ShortVector& operator/=(float s);
inline ShortVector operator*(float fl) const;
private:
// No copy constructors allowed if we're in optimal mode
// ShortVector(ShortVector const& vOther);
// No assignment operators either...
// ShortVector& operator=( ShortVector const& src );
} ALIGN8_POST;
#endif
#if 0
//=========================================================
// 4D Integer Vector
//=========================================================
class IntVector4D
{
public:
int x, y, z, w;
// Initialization
void Init(int ix = 0, int iy = 0, int iz = 0, int iw = 0 );
#if USE_M64S
__m64 &AsM64() { return *(__m64*)&x; }
const __m64 &AsM64() const { return *(const __m64*)&x; }
#endif
// Setter
void Set( const IntVector4D& vOther );
void Set( const int ix, const int iy, const int iz, const int iw );
// array access...
int operator[](int i) const;
int& operator[](int i);
// Base address...
int* Base();
int const* Base() const;
// equality
bool operator==(const IntVector4D& v) const;
bool operator!=(const IntVector4D& v) const;
// Arithmetic operations
inline IntVector4D& operator+=(const IntVector4D &v);
inline IntVector4D& operator-=(const IntVector4D &v);
inline IntVector4D& operator*=(const IntVector4D &v);
inline IntVector4D& operator*=(float s);
inline IntVector4D& operator/=(const IntVector4D &v);
inline IntVector4D& operator/=(float s);
inline IntVector4D operator*(float fl) const;
private:
// No copy constructors allowed if we're in optimal mode
// IntVector4D(IntVector4D const& vOther);
// No assignment operators either...
// IntVector4D& operator=( IntVector4D const& src );
};
#endif
//-----------------------------------------------------------------------------
// Allows us to specifically pass the vector by value when we need to
//-----------------------------------------------------------------------------
class VectorByValue : public Vector
{
public:
// Construction/destruction:
VectorByValue(void) : Vector() {}
VectorByValue(vec_t X, vec_t Y, vec_t Z) : Vector( X, Y, Z ) {}
VectorByValue(const VectorByValue& vOther) { *this = vOther; }
};
//-----------------------------------------------------------------------------
// Utility to simplify table construction. No constructor means can use
// traditional C-style initialization
//-----------------------------------------------------------------------------
class TableVector
{
public:
vec_t x, y, z;
operator Vector &() { return *((Vector *)(this)); }
operator const Vector &() const { return *((const Vector *)(this)); }
// array access...
inline vec_t& operator[](int i)
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
inline vec_t operator[](int i) const
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
};
//-----------------------------------------------------------------------------
// Here's where we add all those lovely SSE optimized routines
//-----------------------------------------------------------------------------
#if 0
class ALIGN16 VectorAligned : public Vector
{
public:
inline VectorAligned(void) {};
inline VectorAligned(vec_t X, vec_t Y, vec_t Z)
{
Init(X,Y,Z);
}
#ifdef VECTOR_NO_SLOW_OPERATIONS
private:
// No copy constructors allowed if we're in optimal mode
VectorAligned(const VectorAligned& vOther);
VectorAligned(const Vector &vOther);
#else
public:
explicit VectorAligned(const Vector &vOther)
{
Init(vOther.x, vOther.y, vOther.z);
}
VectorAligned& operator=(const Vector &vOther)
{
Init(vOther.x, vOther.y, vOther.z);
return *this;
}
VectorAligned& operator=(const VectorAligned &vOther)
{
// we know we're aligned, so use simd
// we can't use the convenient abstract interface coz it gets declared later
#ifdef _X360
XMStoreVector4A(Base(), XMLoadVector4A(vOther.Base()));
#elif _WIN32
_mm_store_ps(Base(), _mm_load_ps( vOther.Base() ));
#else
Init(vOther.x, vOther.y, vOther.z);
#endif
return *this;
}
#endif
float w; // this space is used anyway
void* operator new[] ( size_t nSize)
{
return MemAlloc_AllocAligned(nSize, 16);
}
void* operator new[] ( size_t nSize, const char *pFileName, int nLine)
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void* operator new[] ( size_t nSize, int /*nBlockUse*/, const char *pFileName, int nLine)
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void operator delete[] ( void* p)
{
MemAlloc_FreeAligned(p,true);
}
void operator delete[] ( void* p, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
void operator delete[] ( void* p, int /*nBlockUse*/, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
// please don't allocate a single quaternion...
void* operator new ( size_t nSize )
{
return MemAlloc_AllocAligned(nSize, 16);
}
void* operator new ( size_t nSize, const char *pFileName, int nLine )
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void* operator new ( size_t nSize, int /*nBlockUse*/, const char *pFileName, int nLine )
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void operator delete ( void* p)
{
MemAlloc_FreeAligned(p,true);
}
void operator delete ( void* p, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
void operator delete ( void* p, int /*nBlockUse*/, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
} ALIGN16_POST;
#endif
//-----------------------------------------------------------------------------
// Vector related operations
//-----------------------------------------------------------------------------
// Vector clear
inline void VectorClear( Vector& a );
// Copy
inline void VectorCopy( const Vector& src, Vector& dst );
// Vector arithmetic
inline void VectorAdd( const Vector& a, const Vector& b, Vector& result );
inline void VectorSubtract( const Vector& a, const Vector& b, Vector& result );
inline void VectorMultiply( const Vector& a, vec_t b, Vector& result );
inline void VectorMultiply( const Vector& a, const Vector& b, Vector& result );
inline void VectorDivide( const Vector& a, vec_t b, Vector& result );
inline void VectorDivide( const Vector& a, const Vector& b, Vector& result );
// Vector equality with tolerance
bool VectorsAreEqual( const Vector& src1, const Vector& src2, float tolerance = 0.0f );
#define VectorExpand(v) (v).x, (v).y, (v).z
// Normalization
// FIXME: Can't use quite yet
//vec_t VectorNormalize( Vector& v );
// Length
inline vec_t VectorLength( const Vector& v );
// Dot Product
inline vec_t DotProduct(const Vector& a, const Vector& b);
// Cross product
void CrossProduct(const Vector& a, const Vector& b, Vector& result );
// Store the min or max of each of x, y, and z into the result.
void VectorMin( const Vector &a, const Vector &b, Vector &result );
void VectorMax( const Vector &a, const Vector &b, Vector &result );
// Linearly interpolate between two vectors
void VectorLerp(const Vector& src1, const Vector& src2, vec_t t, Vector& dest );
Vector VectorLerp(const Vector& src1, const Vector& src2, vec_t t );
inline Vector ReplicateToVector( float x )
{
return Vector( x, x, x );
}
inline bool PointWithinViewAngle( Vector const &vecSrcPosition,
Vector const &vecTargetPosition,
Vector const &vecLookDirection, float flCosHalfFOV )
{
Vector vecDelta = vecTargetPosition - vecSrcPosition;
float cosDiff = DotProduct( vecLookDirection, vecDelta );
if ( flCosHalfFOV <= 0 ) // >180
{
// signs are different, answer is implicit
if ( cosDiff > 0 )
return true;
// a/sqrt(b) > c == a^2 < b * c ^2
// IFF left and right sides are <= 0
float flLen2 = vecDelta.LengthSqr();
return ( cosDiff * cosDiff <= flLen2 * flCosHalfFOV * flCosHalfFOV );
}
else // flCosHalfFOV > 0
{
// signs are different, answer is implicit
if ( cosDiff < 0 )
return false;
// a/sqrt(b) > c == a^2 > b * c ^2
// IFF left and right sides are >= 0
float flLen2 = vecDelta.LengthSqr();
return ( cosDiff * cosDiff >= flLen2 * flCosHalfFOV * flCosHalfFOV );
}
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Cross product
Vector CrossProduct( const Vector& a, const Vector& b );
// Random vector creation
Vector RandomVector( vec_t minVal, vec_t maxVal );
#endif
//float RandomVectorInUnitSphere( Vector *pVector );
//float RandomVectorInUnitCircle( Vector2D *pVector );
//-----------------------------------------------------------------------------
//
// Inlined Vector methods
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructors
//-----------------------------------------------------------------------------
inline Vector::Vector(void)
{
#ifdef _DEBUG
#ifdef VECTOR_PARANOIA
// Initialize to NAN to catch errors
x = y = z = VEC_T_NAN;
#endif
#endif
}
inline Vector::Vector(vec_t X, vec_t Y, vec_t Z)
{
x = X; y = Y; z = Z;
CHECK_VALID(*this);
}
//inline Vector::Vector(const float *pFloat)
//{
// Assert( pFloat );
// x = pFloat[0]; y = pFloat[1]; z = pFloat[2];
// CHECK_VALID(*this);
//}
#if 0
//-----------------------------------------------------------------------------
// copy constructor
//-----------------------------------------------------------------------------
inline Vector::Vector(const Vector &vOther)
{
CHECK_VALID(vOther);
x = vOther.x; y = vOther.y; z = vOther.z;
}
#endif
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
inline void Vector::Init( vec_t ix, vec_t iy, vec_t iz )
{
x = ix; y = iy; z = iz;
CHECK_VALID(*this);
}
/*
inline void Vector::Random( vec_t minVal, vec_t maxVal )
{
x = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
y = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
z = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
CHECK_VALID(*this);
}
*/
// This should really be a single opcode on the PowerPC (move r0 onto the vec reg)
inline void Vector::Zero()
{
x = y = z = 0.0f;
}
inline void VectorClear( Vector& a )
{
a.x = a.y = a.z = 0.0f;
}
//-----------------------------------------------------------------------------
// assignment
//-----------------------------------------------------------------------------
inline Vector& Vector::operator=(const Vector &vOther)
{
CHECK_VALID(vOther);
x=vOther.x; y=vOther.y; z=vOther.z;
return *this;
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline vec_t& Vector::operator[](int i)
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
inline vec_t Vector::operator[](int i) const
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline vec_t* Vector::Base()
{
return (vec_t*)this;
}
inline vec_t const* Vector::Base() const
{
return (vec_t const*)this;
}
//-----------------------------------------------------------------------------
// Cast to Vector2D...
//-----------------------------------------------------------------------------
//inline Vector2D& Vector::AsVector2D()
//{
// return *(Vector2D*)this;
//}
//inline const Vector2D& Vector::AsVector2D() const
//{
// return *(const Vector2D*)this;
//}
//-----------------------------------------------------------------------------
// IsValid?
//-----------------------------------------------------------------------------
inline bool Vector::IsValid() const
{
return IsFinite(x) && IsFinite(y) && IsFinite(z);
}
//-----------------------------------------------------------------------------
// Invalidate
//-----------------------------------------------------------------------------
inline void Vector::Invalidate()
{
//#ifdef _DEBUG
//#ifdef VECTOR_PARANOIA
x = y = z = VEC_T_NAN;
//#endif
//#endif
}
//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool Vector::operator==( const Vector& src ) const
{
CHECK_VALID(src);
CHECK_VALID(*this);
return (src.x == x) && (src.y == y) && (src.z == z);
}
inline bool Vector::operator!=( const Vector& src ) const
{
CHECK_VALID(src);
CHECK_VALID(*this);
return (src.x != x) || (src.y != y) || (src.z != z);
}
//-----------------------------------------------------------------------------
// Copy
//-----------------------------------------------------------------------------
inline void VectorCopy( const Vector& src, Vector& dst )
{
CHECK_VALID(src);
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
}
inline void Vector::CopyToArray(float* rgfl) const
{
Assert( rgfl );
CHECK_VALID(*this);
rgfl[0] = x, rgfl[1] = y, rgfl[2] = z;
}
//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
// #pragma message("TODO: these should be SSE")
inline void Vector::Negate()
{
CHECK_VALID(*this);
x = -x; y = -y; z = -z;
}
inline Vector& Vector::operator+=(const Vector& v)
{
CHECK_VALID(*this);
CHECK_VALID(v);
x+=v.x; y+=v.y; z += v.z;
return *this;
}
inline Vector& Vector::operator-=(const Vector& v)
{
CHECK_VALID(*this);
CHECK_VALID(v);
x-=v.x; y-=v.y; z -= v.z;
return *this;
}
inline Vector& Vector::operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
CHECK_VALID(*this);
return *this;
}
inline Vector& Vector::operator*=(const Vector& v)
{
CHECK_VALID(v);
x *= v.x;
y *= v.y;
z *= v.z;
CHECK_VALID(*this);
return *this;
}
// this ought to be an opcode.
inline Vector& Vector::operator+=(float fl)
{
x += fl;
y += fl;
z += fl;
CHECK_VALID(*this);
return *this;
}
inline Vector& Vector::operator-=(float fl)
{
x -= fl;
y -= fl;
z -= fl;
CHECK_VALID(*this);
return *this;
}
inline Vector& Vector::operator/=(float fl)
{
Assert( fl != 0.0f );
float oofl = 1.0f / fl;
x *= oofl;
y *= oofl;
z *= oofl;
CHECK_VALID(*this);
return *this;
}
inline Vector& Vector::operator/=(const Vector& v)
{
CHECK_VALID(v);
Assert( v.x != 0.0f && v.y != 0.0f && v.z != 0.0f );
x /= v.x;
y /= v.y;
z /= v.z;
CHECK_VALID(*this);
return *this;
}
#if 0
//-----------------------------------------------------------------------------
//
// Inlined Short Vector methods
//
//-----------------------------------------------------------------------------
inline void ShortVector::Init( short ix, short iy, short iz, short iw )
{
x = ix; y = iy; z = iz; w = iw;
}
inline void ShortVector::Set( const ShortVector& vOther )
{
x = vOther.x;
y = vOther.y;
z = vOther.z;
w = vOther.w;
}
inline void ShortVector::Set( const short ix, const short iy, const short iz, const short iw )
{
x = ix;
y = iy;
z = iz;
w = iw;
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline short ShortVector::operator[](int i) const
{
Assert( (i >= 0) && (i < 4) );
return ((short*)this)[i];
}
inline short& ShortVector::operator[](int i)
{
Assert( (i >= 0) && (i < 4) );
return ((short*)this)[i];
}
//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline short* ShortVector::Base()
{
return (short*)this;
}
inline short const* ShortVector::Base() const
{
return (short const*)this;
}
//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool ShortVector::operator==( const ShortVector& src ) const
{
return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w);
}
inline bool ShortVector::operator!=( const ShortVector& src ) const
{
return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w);
}
//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
inline ShortVector& ShortVector::operator+=(const ShortVector& v)
{
x+=v.x; y+=v.y; z += v.z; w += v.w;
return *this;
}
inline ShortVector& ShortVector::operator-=(const ShortVector& v)
{
x-=v.x; y-=v.y; z -= v.z; w -= v.w;
return *this;
}
inline ShortVector& ShortVector::operator*=(float fl)
{
x = (short)(x * fl);
y = (short)(y * fl);
z = (short)(z * fl);
w = (short)(w * fl);
return *this;
}
inline ShortVector& ShortVector::operator*=(const ShortVector& v)
{
x = (short)(x * v.x);
y = (short)(y * v.y);
z = (short)(z * v.z);
w = (short)(w * v.w);
return *this;
}
inline ShortVector& ShortVector::operator/=(float fl)
{
Assert( fl != 0.0f );
float oofl = 1.0f / fl;
x = (short)(x * oofl);
y = (short)(y * oofl);
z = (short)(z * oofl);
w = (short)(w * oofl);
return *this;
}
inline ShortVector& ShortVector::operator/=(const ShortVector& v)
{
Assert( v.x != 0 && v.y != 0 && v.z != 0 && v.w != 0 );
x = (short)(x / v.x);
y = (short)(y / v.y);
z = (short)(z / v.z);
w = (short)(w / v.w);
return *this;
}
inline void ShortVectorMultiply( const ShortVector& src, float fl, ShortVector& res )
{
Assert( IsFinite(fl) );
res.x = (short)(src.x * fl);
res.y = (short)(src.y * fl);
res.z = (short)(src.z * fl);
res.w = (short)(src.w * fl);
}
inline ShortVector ShortVector::operator*(float fl) const
{
ShortVector res;
ShortVectorMultiply( *this, fl, res );
return res;
}
#endif
#if 0
//-----------------------------------------------------------------------------
//
// Inlined Integer Vector methods
//
//-----------------------------------------------------------------------------
inline void IntVector4D::Init( int ix, int iy, int iz, int iw )
{
x = ix; y = iy; z = iz; w = iw;
}
inline void IntVector4D::Set( const IntVector4D& vOther )
{
x = vOther.x;
y = vOther.y;
z = vOther.z;
w = vOther.w;
}
inline void IntVector4D::Set( const int ix, const int iy, const int iz, const int iw )
{
x = ix;
y = iy;
z = iz;
w = iw;
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline int IntVector4D::operator[](int i) const
{
Assert( (i >= 0) && (i < 4) );
return ((int*)this)[i];
}
inline int& IntVector4D::operator[](int i)
{
Assert( (i >= 0) && (i < 4) );
return ((int*)this)[i];
}
//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline int* IntVector4D::Base()
{
return (int*)this;
}
inline int const* IntVector4D::Base() const
{
return (int const*)this;
}
//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool IntVector4D::operator==( const IntVector4D& src ) const
{
return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w);
}
inline bool IntVector4D::operator!=( const IntVector4D& src ) const
{
return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w);
}
//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
inline IntVector4D& IntVector4D::operator+=(const IntVector4D& v)
{
x+=v.x; y+=v.y; z += v.z; w += v.w;
return *this;
}
inline IntVector4D& IntVector4D::operator-=(const IntVector4D& v)
{
x-=v.x; y-=v.y; z -= v.z; w -= v.w;
return *this;
}
inline IntVector4D& IntVector4D::operator*=(float fl)
{
x = (int)(x * fl);
y = (int)(y * fl);
z = (int)(z * fl);
w = (int)(w * fl);
return *this;
}
inline IntVector4D& IntVector4D::operator*=(const IntVector4D& v)
{
x = (int)(x * v.x);
y = (int)(y * v.y);
z = (int)(z * v.z);
w = (int)(w * v.w);
return *this;
}
inline IntVector4D& IntVector4D::operator/=(float fl)
{
Assert( fl != 0.0f );
float oofl = 1.0f / fl;
x = (int)(x * oofl);
y = (int)(y * oofl);
z = (int)(z * oofl);
w = (int)(w * oofl);
return *this;
}
inline IntVector4D& IntVector4D::operator/=(const IntVector4D& v)
{
Assert( v.x != 0 && v.y != 0 && v.z != 0 && v.w != 0 );
x = (int)(x / v.x);
y = (int)(y / v.y);
z = (int)(z / v.z);
w = (int)(w / v.w);
return *this;
}
inline void IntVector4DMultiply( const IntVector4D& src, float fl, IntVector4D& res )
{
Assert( IsFinite(fl) );
res.x = (int)(src.x * fl);
res.y = (int)(src.y * fl);
res.z = (int)(src.z * fl);
res.w = (int)(src.w * fl);
}
inline IntVector4D IntVector4D::operator*(float fl) const
{
IntVector4D res;
IntVector4DMultiply( *this, fl, res );
return res;
}
#endif
// =======================
inline void VectorAdd( const Vector& a, const Vector& b, Vector& c )
{
CHECK_VALID(a);
CHECK_VALID(b);
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
}
inline void VectorSubtract( const Vector& a, const Vector& b, Vector& c )
{
CHECK_VALID(a);
CHECK_VALID(b);
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
}
inline void VectorMultiply( const Vector& a, vec_t b, Vector& c )
{
CHECK_VALID(a);
Assert( IsFinite(b) );
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;
}
inline void VectorMultiply( const Vector& a, const Vector& b, Vector& c )
{
CHECK_VALID(a);
CHECK_VALID(b);
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
}
inline void VectorDivide( const Vector& a, vec_t b, Vector& c )
{
CHECK_VALID(a);
Assert( b != 0.0f );
vec_t oob = 1.0f / b;
c.x = a.x * oob;
c.y = a.y * oob;
c.z = a.z * oob;
}
inline void VectorDivide( const Vector& a, const Vector& b, Vector& c )
{
CHECK_VALID(a);
CHECK_VALID(b);
Assert( (b.x != 0.0f) && (b.y != 0.0f) && (b.z != 0.0f) );
c.x = a.x / b.x;
c.y = a.y / b.y;
c.z = a.z / b.z;
}
// FIXME: Remove
// For backwards compatability
inline void Vector::MulAdd(const Vector& a, const Vector& b, float scalar)
{
CHECK_VALID(a);
CHECK_VALID(b);
x = a.x + b.x * scalar;
y = a.y + b.y * scalar;
z = a.z + b.z * scalar;
}
inline void VectorLerp(const Vector& src1, const Vector& src2, vec_t t, Vector& dest )
{
CHECK_VALID(src1);
CHECK_VALID(src2);
dest.x = src1.x + (src2.x - src1.x) * t;
dest.y = src1.y + (src2.y - src1.y) * t;
dest.z = src1.z + (src2.z - src1.z) * t;
}
inline Vector VectorLerp(const Vector& src1, const Vector& src2, vec_t t )
{
Vector result;
VectorLerp( src1, src2, t, result );
return result;
}
#if 0
//-----------------------------------------------------------------------------
// Temporary storage for vector results so const Vector& results can be returned
//-----------------------------------------------------------------------------
inline Vector &AllocTempVector()
{
static Vector s_vecTemp[128];
static CInterlockedInt s_nIndex;
int nIndex;
for (;;)
{
int nOldIndex = s_nIndex;
nIndex = ( (nOldIndex + 0x10001) & 0x7F );
if ( s_nIndex.AssignIf( nOldIndex, nIndex ) )
{
break;
}
ThreadPause();
}
return s_vecTemp[nIndex & 0xffff];
}
#endif
//-----------------------------------------------------------------------------
// dot, cross
//-----------------------------------------------------------------------------
inline vec_t DotProduct(const Vector& a, const Vector& b)
{
CHECK_VALID(a);
CHECK_VALID(b);
return( a.x*b.x + a.y*b.y + a.z*b.z );
}
// for backwards compatability
inline vec_t Vector::Dot( const Vector& vOther ) const
{
CHECK_VALID(vOther);
return DotProduct( *this, vOther );
}
inline int Vector::LargestComponent() const
{
float flAbsx = fabs(x);
float flAbsy = fabs(y);
float flAbsz = fabs(z);
if ( flAbsx > flAbsy )
{
if ( flAbsx > flAbsz )
return X_INDEX;
return Z_INDEX;
}
if ( flAbsy > flAbsz )
return Y_INDEX;
return Z_INDEX;
}
inline void CrossProduct(const Vector& a, const Vector& b, Vector& result )
{
CHECK_VALID(a);
CHECK_VALID(b);
Assert( &a != &result );
Assert( &b != &result );
result.x = a.y*b.z - a.z*b.y;
result.y = a.z*b.x - a.x*b.z;
result.z = a.x*b.y - a.y*b.x;
}
inline vec_t DotProductAbs( const Vector &v0, const Vector &v1 )
{
CHECK_VALID(v0);
CHECK_VALID(v1);
return FloatMakePositive(v0.x*v1.x) + FloatMakePositive(v0.y*v1.y) + FloatMakePositive(v0.z*v1.z);
}
inline vec_t DotProductAbs( const Vector &v0, const float *v1 )
{
return FloatMakePositive(v0.x * v1[0]) + FloatMakePositive(v0.y * v1[1]) + FloatMakePositive(v0.z * v1[2]);
}
//-----------------------------------------------------------------------------
// length
//-----------------------------------------------------------------------------
inline vec_t VectorLength( const Vector& v )
{
CHECK_VALID(v);
return (vec_t)FastSqrt(v.x*v.x + v.y*v.y + v.z*v.z);
}
inline vec_t Vector::Length(void) const
{
CHECK_VALID(*this);
return VectorLength( *this );
}
//-----------------------------------------------------------------------------
// Normalization
//-----------------------------------------------------------------------------
/*
// FIXME: Can't use until we're un-macroed in mathlib.h
inline vec_t VectorNormalize( Vector& v )
{
Assert( v.IsValid() );
vec_t l = v.Length();
if (l != 0.0f)
{
v /= l;
}
else
{
// FIXME:
// Just copying the existing implemenation; shouldn't res.z == 0?
v.x = v.y = 0.0f; v.z = 1.0f;
}
return l;
}
*/
// check a point against a box
bool Vector::WithinAABox( Vector const &boxmin, Vector const &boxmax)
{
return (
( x >= boxmin.x ) && ( x <= boxmax.x) &&
( y >= boxmin.y ) && ( y <= boxmax.y) &&
( z >= boxmin.z ) && ( z <= boxmax.z)
);
}
//-----------------------------------------------------------------------------
// Get the distance from this vector to the other one
//-----------------------------------------------------------------------------
inline vec_t Vector::DistTo(const Vector &vOther) const
{
Vector delta;
VectorSubtract( *this, vOther, delta );
return delta.Length();
}
//-----------------------------------------------------------------------------
// Vector equality with tolerance
//-----------------------------------------------------------------------------
inline bool VectorsAreEqual( const Vector& src1, const Vector& src2, float tolerance )
{
if (FloatMakePositive(src1.x - src2.x) > tolerance)
return false;
if (FloatMakePositive(src1.y - src2.y) > tolerance)
return false;
return (FloatMakePositive(src1.z - src2.z) <= tolerance);
}
//-----------------------------------------------------------------------------
// Computes the closest point to vecTarget no farther than flMaxDist from vecStart
//-----------------------------------------------------------------------------
inline void ComputeClosestPoint( const Vector& vecStart, float flMaxDist, const Vector& vecTarget, Vector *pResult )
{
Vector vecDelta;
VectorSubtract( vecTarget, vecStart, vecDelta );
float flDistSqr = vecDelta.LengthSqr();
if ( flDistSqr <= flMaxDist * flMaxDist )
{
*pResult = vecTarget;
}
else
{
vecDelta /= FastSqrt( flDistSqr );
vecDelta *= flMaxDist;
VectorAdd( vecStart, vecDelta, *pResult );
}
}
//-----------------------------------------------------------------------------
// Takes the absolute value of a vector
//-----------------------------------------------------------------------------
inline void VectorAbs( const Vector& src, Vector& dst )
{
dst.x = FloatMakePositive(src.x);
dst.y = FloatMakePositive(src.y);
dst.z = FloatMakePositive(src.z);
}
//-----------------------------------------------------------------------------
//
// Slow methods
//
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
//-----------------------------------------------------------------------------
// Returns a vector with the min or max in X, Y, and Z.
//-----------------------------------------------------------------------------
inline Vector Vector::Min(const Vector &vOther) const
{
return Vector(x < vOther.x ? x : vOther.x,
y < vOther.y ? y : vOther.y,
z < vOther.z ? z : vOther.z);
}
inline Vector Vector::Max(const Vector &vOther) const
{
return Vector(x > vOther.x ? x : vOther.x,
y > vOther.y ? y : vOther.y,
z > vOther.z ? z : vOther.z);
}
//-----------------------------------------------------------------------------
// arithmetic operations
//-----------------------------------------------------------------------------
inline Vector Vector::operator-(void) const
{
return Vector(-x,-y,-z);
}
inline Vector Vector::operator+(const Vector& v) const
{
Vector res;
VectorAdd( *this, v, res );
return res;
}
inline Vector Vector::operator-(const Vector& v) const
{
Vector res;
VectorSubtract( *this, v, res );
return res;
}
inline Vector Vector::operator*(float fl) const
{
Vector res;
VectorMultiply( *this, fl, res );
return res;
}
inline Vector Vector::operator*(const Vector& v) const
{
Vector res;
VectorMultiply( *this, v, res );
return res;
}
inline Vector Vector::operator/(float fl) const
{
Vector res;
VectorDivide( *this, fl, res );
return res;
}
inline Vector Vector::operator/(const Vector& v) const
{
Vector res;
VectorDivide( *this, v, res );
return res;
}
inline Vector operator*(float fl, const Vector& v)
{
return v * fl;
}
//-----------------------------------------------------------------------------
// cross product
//-----------------------------------------------------------------------------
inline Vector Vector::Cross(const Vector& vOther) const
{
Vector res;
CrossProduct( *this, vOther, res );
return res;
}
//-----------------------------------------------------------------------------
// 2D
//-----------------------------------------------------------------------------
inline vec_t Vector::Length2D(void) const
{
return (vec_t)FastSqrt(x*x + y*y);
}
inline vec_t Vector::Length2DSqr(void) const
{
return (x*x + y*y);
}
inline Vector CrossProduct(const Vector& a, const Vector& b)
{
return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x );
}
inline void VectorMin( const Vector &a, const Vector &b, Vector &result )
{
result.x = fpmin(a.x, b.x);
result.y = fpmin(a.y, b.y);
result.z = fpmin(a.z, b.z);
}
inline void VectorMax( const Vector &a, const Vector &b, Vector &result )
{
result.x = fpmax(a.x, b.x);
result.y = fpmax(a.y, b.y);
result.z = fpmax(a.z, b.z);
}
inline float ComputeVolume( const Vector &vecMins, const Vector &vecMaxs )
{
Vector vecDelta;
VectorSubtract( vecMaxs, vecMins, vecDelta );
return DotProduct( vecDelta, vecDelta );
}
// Get a random vector.
inline Vector RandomVector( float minVal, float maxVal )
{
Vector random;
random.Random( minVal, maxVal );
return random;
}
#endif //slow
//-----------------------------------------------------------------------------
// Helper debugging stuff....
//-----------------------------------------------------------------------------
inline bool operator==( float const* f, const Vector& v )
{
// AIIIEEEE!!!!
Assert(0);
return false;
}
inline bool operator==( const Vector& v, float const* f )
{
// AIIIEEEE!!!!
Assert(0);
return false;
}
inline bool operator!=( float const* f, const Vector& v )
{
// AIIIEEEE!!!!
Assert(0);
return false;
}
inline bool operator!=( const Vector& v, float const* f )
{
// AIIIEEEE!!!!
Assert(0);
return false;
}
// return a vector perpendicular to another, with smooth variation. The difference between this and
// something like VectorVectors is that there are now discontinuities. _unlike_ VectorVectors,
// you won't get an "u
void VectorPerpendicularToVector( Vector const &in, Vector *pvecOut );
//-----------------------------------------------------------------------------
// AngularImpulse
//-----------------------------------------------------------------------------
// AngularImpulse are exponetial maps (an axis scaled by a "twist" angle in degrees)
typedef Vector AngularImpulse;
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline AngularImpulse RandomAngularImpulse( float minVal, float maxVal )
{
AngularImpulse angImp;
angImp.Random( minVal, maxVal );
return angImp;
}
#endif
//-----------------------------------------------------------------------------
// Quaternion
//-----------------------------------------------------------------------------
class RadianEuler;
class Quaternion // same data-layout as engine's vec4_t,
{ // which is a vec_t[4]
public:
inline Quaternion(void) {
// Initialize to NAN to catch errors
#ifdef _DEBUG
#ifdef VECTOR_PARANOIA
x = y = z = w = VEC_T_NAN;
#endif
#endif
}
inline Quaternion(vec_t ix, vec_t iy, vec_t iz, vec_t iw) : x(ix), y(iy), z(iz), w(iw) { }
inline Quaternion(RadianEuler const &angle); // evil auto type promotion!!!
inline void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f, vec_t iw=0.0f) { x = ix; y = iy; z = iz; w = iw; }
bool IsValid() const;
void Invalidate();
bool operator==( const Quaternion &src ) const;
bool operator!=( const Quaternion &src ) const;
vec_t* Base() { return (vec_t*)this; }
const vec_t* Base() const { return (vec_t*)this; }
// array access...
vec_t operator[](int i) const;
vec_t& operator[](int i);
vec_t x, y, z, w;
};
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline vec_t& Quaternion::operator[](int i)
{
Assert( (i >= 0) && (i < 4) );
return ((vec_t*)this)[i];
}
inline vec_t Quaternion::operator[](int i) const
{
Assert( (i >= 0) && (i < 4) );
return ((vec_t*)this)[i];
}
//-----------------------------------------------------------------------------
// Equality test
//-----------------------------------------------------------------------------
inline bool Quaternion::operator==( const Quaternion &src ) const
{
return ( x == src.x ) && ( y == src.y ) && ( z == src.z ) && ( w == src.w );
}
inline bool Quaternion::operator!=( const Quaternion &src ) const
{
return !operator==( src );
}
//-----------------------------------------------------------------------------
// Quaternion equality with tolerance
//-----------------------------------------------------------------------------
inline bool QuaternionsAreEqual( const Quaternion& src1, const Quaternion& src2, float tolerance )
{
if (FloatMakePositive(src1.x - src2.x) > tolerance)
return false;
if (FloatMakePositive(src1.y - src2.y) > tolerance)
return false;
if (FloatMakePositive(src1.z - src2.z) > tolerance)
return false;
return (FloatMakePositive(src1.w - src2.w) <= tolerance);
}
#if 0
//-----------------------------------------------------------------------------
// Here's where we add all those lovely SSE optimized routines
//-----------------------------------------------------------------------------
class ALIGN16 QuaternionAligned : public Quaternion
{
public:
inline QuaternionAligned(void) {};
inline QuaternionAligned(vec_t X, vec_t Y, vec_t Z, vec_t W)
{
Init(X,Y,Z,W);
}
operator Quaternion * () { return this; }
operator const Quaternion * () { return this; }
#ifdef VECTOR_NO_SLOW_OPERATIONS
private:
// No copy constructors allowed if we're in optimal mode
QuaternionAligned(const QuaternionAligned& vOther);
QuaternionAligned(const Quaternion &vOther);
#else
public:
explicit QuaternionAligned(const Quaternion &vOther)
{
Init(vOther.x, vOther.y, vOther.z, vOther.w);
}
QuaternionAligned& operator=(const Quaternion &vOther)
{
Init(vOther.x, vOther.y, vOther.z, vOther.w);
return *this;
}
QuaternionAligned& operator=(const QuaternionAligned &vOther)
{
// we know we're aligned, so use simd
// we can't use the convenient abstract interface coz it gets declared later
#ifdef _X360
XMStoreVector4A(Base(), XMLoadVector4A(vOther.Base()));
#elif _WIN32
_mm_store_ps(Base(), _mm_load_ps( vOther.Base() ));
#else
Init(vOther.x, vOther.y, vOther.z, vOther.w);
#endif
return *this;
}
#endif
void* operator new[] ( size_t nSize)
{
return MemAlloc_AllocAligned(nSize, 16);
}
void* operator new[] ( size_t nSize, const char *pFileName, int nLine)
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void* operator new[] ( size_t nSize, int /*nBlockUse*/, const char *pFileName, int nLine)
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void operator delete[] ( void* p)
{
MemAlloc_FreeAligned(p,true);
}
void operator delete[] ( void* p, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
void operator delete[] ( void* p, int /*nBlockUse*/, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
// please don't allocate a single quaternion...
void* operator new ( size_t nSize )
{
return MemAlloc_AllocAligned(nSize, 16);
}
void* operator new ( size_t nSize, const char *pFileName, int nLine )
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void* operator new ( size_t nSize, int /*nBlockUse*/, const char *pFileName, int nLine )
{
return MemAlloc_AllocAligned(nSize, 16);
//return MemAlloc_AllocAlignedFileLine(nSize, 16, pFileName, nLine);
}
void operator delete ( void* p)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p);
}
void operator delete ( void* p, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
void operator delete ( void* p, int /*nBlockUse*/, const char *pFileName, int nLine)
{
MemAlloc_FreeAligned(p,true);
//MemAlloc_FreeAligned(p, pFileName, nLine);
}
} ALIGN16_POST;
#endif
//-----------------------------------------------------------------------------
// Radian Euler angle aligned to axis (NOT ROLL/PITCH/YAW)
//-----------------------------------------------------------------------------
class QAngle;
class RadianEuler
{
public:
inline RadianEuler(void) { }
inline RadianEuler(vec_t X, vec_t Y, vec_t Z) { x = X; y = Y; z = Z; }
inline RadianEuler(Quaternion const &q); // evil auto type promotion!!!
inline RadianEuler(QAngle const &angles); // evil auto type promotion!!!
// Initialization
inline void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f) { x = ix; y = iy; z = iz; }
// conversion to qangle
QAngle ToQAngle( void ) const;
bool IsValid() const;
void Invalidate();
// array access...
vec_t operator[](int i) const;
vec_t& operator[](int i);
vec_t x, y, z;
};
extern void AngleQuaternion( RadianEuler const &angles, Quaternion &qt );
extern void QuaternionAngles( Quaternion const &q, RadianEuler &angles );
inline Quaternion::Quaternion(RadianEuler const &angle)
{
AngleQuaternion( angle, *this );
}
inline bool Quaternion::IsValid() const
{
return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w);
}
inline void Quaternion::Invalidate()
{
//#ifdef _DEBUG
//#ifdef VECTOR_PARANOIA
x = y = z = w = VEC_T_NAN;
//#endif
//#endif
}
inline RadianEuler::RadianEuler(Quaternion const &q)
{
QuaternionAngles( q, *this );
}
inline void VectorCopy( RadianEuler const& src, RadianEuler &dst )
{
CHECK_VALID(src);
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
}
inline bool RadianEuler::IsValid() const
{
return IsFinite(x) && IsFinite(y) && IsFinite(z);
}
inline void RadianEuler::Invalidate()
{
//#ifdef _DEBUG
//#ifdef VECTOR_PARANOIA
x = y = z = VEC_T_NAN;
//#endif
//#endif
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline vec_t& RadianEuler::operator[](int i)
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
inline vec_t RadianEuler::operator[](int i) const
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
//-----------------------------------------------------------------------------
// Degree Euler QAngle pitch, yaw, roll
//-----------------------------------------------------------------------------
class QAngleByValue;
class QAngle
{
public:
// Members
vec_t x, y, z;
// Construction/destruction
QAngle(void);
QAngle(vec_t X, vec_t Y, vec_t Z);
// QAngle(RadianEuler const &angles); // evil auto type promotion!!!
// Allow pass-by-value
operator QAngleByValue &() { return *((QAngleByValue *)(this)); }
operator const QAngleByValue &() const { return *((const QAngleByValue *)(this)); }
// Initialization
void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f);
void Random( vec_t minVal, vec_t maxVal );
// Got any nasty NAN's?
bool IsValid() const;
void Invalidate();
// array access...
vec_t operator[](int i) const;
vec_t& operator[](int i);
// Base address...
vec_t* Base();
vec_t const* Base() const;
// equality
bool operator==(const QAngle& v) const;
bool operator!=(const QAngle& v) const;
// arithmetic operations
QAngle& operator+=(const QAngle &v);
QAngle& operator-=(const QAngle &v);
QAngle& operator*=(float s);
QAngle& operator/=(float s);
// Get the vector's magnitude.
vec_t Length() const;
vec_t LengthSqr() const;
// negate the QAngle components
//void Negate();
// No assignment operators either...
QAngle& operator=( const QAngle& src );
#ifndef VECTOR_NO_SLOW_OPERATIONS
// copy constructors
// arithmetic operations
QAngle operator-(void) const;
QAngle operator+(const QAngle& v) const;
QAngle operator-(const QAngle& v) const;
QAngle operator*(float fl) const;
QAngle operator/(float fl) const;
#else
private:
// No copy constructors allowed if we're in optimal mode
QAngle(const QAngle& vOther);
#endif
};
//-----------------------------------------------------------------------------
// Allows us to specifically pass the vector by value when we need to
//-----------------------------------------------------------------------------
class QAngleByValue : public QAngle
{
public:
// Construction/destruction:
QAngleByValue(void) : QAngle() {}
QAngleByValue(vec_t X, vec_t Y, vec_t Z) : QAngle( X, Y, Z ) {}
QAngleByValue(const QAngleByValue& vOther) { *this = vOther; }
};
inline void VectorAdd( const QAngle& a, const QAngle& b, QAngle& result )
{
CHECK_VALID(a);
CHECK_VALID(b);
result.x = a.x + b.x;
result.y = a.y + b.y;
result.z = a.z + b.z;
}
inline void VectorMA( const QAngle &start, float scale, const QAngle &direction, QAngle &dest )
{
CHECK_VALID(start);
CHECK_VALID(direction);
dest.x = start.x + scale * direction.x;
dest.y = start.y + scale * direction.y;
dest.z = start.z + scale * direction.z;
}
//-----------------------------------------------------------------------------
// constructors
//-----------------------------------------------------------------------------
inline QAngle::QAngle(void)
{
#ifdef _DEBUG
#ifdef VECTOR_PARANOIA
// Initialize to NAN to catch errors
x = y = z = VEC_T_NAN;
#endif
#endif
}
inline QAngle::QAngle(vec_t X, vec_t Y, vec_t Z)
{
x = X; y = Y; z = Z;
CHECK_VALID(*this);
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
inline void QAngle::Init( vec_t ix, vec_t iy, vec_t iz )
{
x = ix; y = iy; z = iz;
CHECK_VALID(*this);
}
/*
inline void QAngle::Random( vec_t minVal, vec_t maxVal )
{
x = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
y = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
z = minVal + ((float)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
CHECK_VALID(*this);
}
*/
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline QAngle RandomAngle( float minVal, float maxVal )
{
Vector random;
random.Random( minVal, maxVal );
QAngle ret( random.x, random.y, random.z );
return ret;
}
#endif
inline RadianEuler::RadianEuler(QAngle const &angles)
{
Init(
angles.z * 3.14159265358979323846f / 180.f,
angles.x * 3.14159265358979323846f / 180.f,
angles.y * 3.14159265358979323846f / 180.f );
}
inline QAngle RadianEuler::ToQAngle( void) const
{
return QAngle(
y * 180.f / 3.14159265358979323846f,
z * 180.f / 3.14159265358979323846f,
x * 180.f / 3.14159265358979323846f );
}
//-----------------------------------------------------------------------------
// assignment
//-----------------------------------------------------------------------------
inline QAngle& QAngle::operator=(const QAngle &vOther)
{
CHECK_VALID(vOther);
x=vOther.x; y=vOther.y; z=vOther.z;
return *this;
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline vec_t& QAngle::operator[](int i)
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
inline vec_t QAngle::operator[](int i) const
{
Assert( (i >= 0) && (i < 3) );
return ((vec_t*)this)[i];
}
//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline vec_t* QAngle::Base()
{
return (vec_t*)this;
}
inline vec_t const* QAngle::Base() const
{
return (vec_t const*)this;
}
//-----------------------------------------------------------------------------
// IsValid?
//-----------------------------------------------------------------------------
inline bool QAngle::IsValid() const
{
return IsFinite(x) && IsFinite(y) && IsFinite(z);
}
//-----------------------------------------------------------------------------
// Invalidate
//-----------------------------------------------------------------------------
inline void QAngle::Invalidate()
{
//#ifdef _DEBUG
//#ifdef VECTOR_PARANOIA
x = y = z = VEC_T_NAN;
//#endif
//#endif
}
//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool QAngle::operator==( const QAngle& src ) const
{
CHECK_VALID(src);
CHECK_VALID(*this);
return (src.x == x) && (src.y == y) && (src.z == z);
}
inline bool QAngle::operator!=( const QAngle& src ) const
{
CHECK_VALID(src);
CHECK_VALID(*this);
return (src.x != x) || (src.y != y) || (src.z != z);
}
//-----------------------------------------------------------------------------
// Copy
//-----------------------------------------------------------------------------
inline void VectorCopy( const QAngle& src, QAngle& dst )
{
CHECK_VALID(src);
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
}
//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
inline QAngle& QAngle::operator+=(const QAngle& v)
{
CHECK_VALID(*this);
CHECK_VALID(v);
x+=v.x; y+=v.y; z += v.z;
return *this;
}
inline QAngle& QAngle::operator-=(const QAngle& v)
{
CHECK_VALID(*this);
CHECK_VALID(v);
x-=v.x; y-=v.y; z -= v.z;
return *this;
}
inline QAngle& QAngle::operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
CHECK_VALID(*this);
return *this;
}
inline QAngle& QAngle::operator/=(float fl)
{
Assert( fl != 0.0f );
float oofl = 1.0f / fl;
x *= oofl;
y *= oofl;
z *= oofl;
CHECK_VALID(*this);
return *this;
}
//-----------------------------------------------------------------------------
// length
//-----------------------------------------------------------------------------
inline vec_t QAngle::Length( ) const
{
CHECK_VALID(*this);
return (vec_t)FastSqrt( LengthSqr( ) );
}
inline vec_t QAngle::LengthSqr( ) const
{
CHECK_VALID(*this);
return x * x + y * y + z * z;
}
//-----------------------------------------------------------------------------
// Vector equality with tolerance
//-----------------------------------------------------------------------------
inline bool QAnglesAreEqual( const QAngle& src1, const QAngle& src2, float tolerance = 0.0f )
{
if (FloatMakePositive(src1.x - src2.x) > tolerance)
return false;
if (FloatMakePositive(src1.y - src2.y) > tolerance)
return false;
return (FloatMakePositive(src1.z - src2.z) <= tolerance);
}
//-----------------------------------------------------------------------------
// arithmetic operations (SLOW!!)
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline QAngle QAngle::operator-(void) const
{
QAngle ret(-x,-y,-z);
return ret;
}
inline QAngle QAngle::operator+(const QAngle& v) const
{
QAngle res;
res.x = x + v.x;
res.y = y + v.y;
res.z = z + v.z;
return res;
}
inline QAngle QAngle::operator-(const QAngle& v) const
{
QAngle res;
res.x = x - v.x;
res.y = y - v.y;
res.z = z - v.z;
return res;
}
inline QAngle QAngle::operator*(float fl) const
{
QAngle res;
res.x = x * fl;
res.y = y * fl;
res.z = z * fl;
return res;
}
inline QAngle QAngle::operator/(float fl) const
{
QAngle res;
res.x = x / fl;
res.y = y / fl;
res.z = z / fl;
return res;
}
inline QAngle operator*(float fl, const QAngle& v)
{
QAngle ret( v * fl );
return ret;
}
#endif // VECTOR_NO_SLOW_OPERATIONS
//-----------------------------------------------------------------------------
// NOTE: These are not completely correct. The representations are not equivalent
// unless the QAngle represents a rotational impulse along a coordinate axis (x,y,z)
inline void QAngleToAngularImpulse( const QAngle &angles, AngularImpulse &impulse )
{
impulse.x = angles.z;
impulse.y = angles.x;
impulse.z = angles.y;
}
inline void AngularImpulseToQAngle( const AngularImpulse &impulse, QAngle &angles )
{
angles.x = impulse.y;
angles.y = impulse.z;
angles.z = impulse.x;
}
#if !defined( _X360 )
inline vec_t InvRSquared( const float* v )
{
return 1.0 / fpmax( (float)1.0, (float)(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]) );
}
inline vec_t InvRSquared( const Vector &v )
{
return InvRSquared( v.Base() );
}
#else
// call directly
inline float _VMX_InvRSquared( const Vector &v )
{
XMVECTOR xmV = XMVector3ReciprocalLength( XMLoadVector3( v.Base() ) );
xmV = XMVector3Dot( xmV, xmV );
return xmV.x;
}
#define InvRSquared(x) _VMX_InvRSquared(x)
#endif // _X360
#if !defined( _X360 )
// FIXME: Change this back to a #define once we get rid of the vec_t version
float VectorNormalize( Vector& v );
// FIXME: Obsolete version of VectorNormalize, once we remove all the friggin float*s
inline float VectorNormalize( float * v )
{
return VectorNormalize(*(reinterpret_cast<Vector *>(v)));
}
#else
// call directly
inline float _VMX_VectorNormalize( Vector &vec )
{
float mag = XMVector3Length( XMLoadVector3( vec.Base() ) ).x;
float den = 1.f / (mag + FLT_EPSILON );
vec.x *= den;
vec.y *= den;
vec.z *= den;
return mag;
}
// FIXME: Change this back to a #define once we get rid of the vec_t version
inline float VectorNormalize( Vector& v )
{
return _VMX_VectorNormalize( v );
}
// FIXME: Obsolete version of VectorNormalize, once we remove all the friggin float*s
inline float VectorNormalize( float *pV )
{
return _VMX_VectorNormalize(*(reinterpret_cast<Vector*>(pV)));
}
#endif // _X360
#if !defined( _X360 )
inline void VectorNormalizeFast (Vector& vec)
{
float ool = FastRSqrt( FLT_EPSILON + vec.x * vec.x + vec.y * vec.y + vec.z * vec.z );
vec.x *= ool;
vec.y *= ool;
vec.z *= ool;
}
#else
// call directly
inline void VectorNormalizeFast( Vector &vec )
{
XMVECTOR xmV = XMVector3LengthEst( XMLoadVector3( vec.Base() ) );
float den = 1.f / (xmV.x + FLT_EPSILON);
vec.x *= den;
vec.y *= den;
vec.z *= den;
}
#endif // _X360
inline vec_t Vector::NormalizeInPlace()
{
return VectorNormalize( *this );
}
inline Vector Vector::Normalized() const
{
Vector norm = *this;
VectorNormalize( norm );
return norm;
}
inline bool Vector::IsLengthGreaterThan( float val ) const
{
return LengthSqr() > val*val;
}
inline bool Vector::IsLengthLessThan( float val ) const
{
return LengthSqr() < val*val;
}
//--------------------------------------------------------------------------------------------------
// forward declarations
class Vector;
// class Vector2D;
//=========================================================
// 4D Vector4D
//=========================================================
class Vector4D
{
public:
// Members
vec_t x, y, z, w;
// Construction/destruction
Vector4D(void);
Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W);
Vector4D(const float *pFloat);
// Initialization
void Init(vec_t ix=0.0f, vec_t iy=0.0f, vec_t iz=0.0f, vec_t iw=0.0f);
void Init( const Vector& src, vec_t iw=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...
inline vec_t* Base();
inline vec_t const* Base() const;
// Cast to Vector and Vector2D...
Vector& AsVector3D();
Vector const& AsVector3D() const;
//Vector2D& AsVector2D();
//Vector2D const& AsVector2D() const;
// Initialization methods
void Random( vec_t minVal, vec_t maxVal );
// equality
bool operator==(const Vector4D& v) const;
bool operator!=(const Vector4D& v) const;
// arithmetic operations
Vector4D& operator+=(const Vector4D &v);
Vector4D& operator-=(const Vector4D &v);
Vector4D& operator*=(const Vector4D &v);
Vector4D& operator*=(float s);
Vector4D& operator/=(const Vector4D &v);
Vector4D& operator/=(float s);
Vector4D operator-( void ) const;
Vector4D operator*( float fl ) const;
Vector4D operator/( float fl ) const;
Vector4D operator*( const Vector4D& v ) const;
Vector4D operator+( const Vector4D& v ) const;
Vector4D operator-( const Vector4D& v ) const;
// negate the Vector4D components
void Negate();
// Get the Vector4D's magnitude.
vec_t Length() const;
// Get the Vector4D's magnitude squared.
vec_t LengthSqr(void) const;
// return true if this vector is (0,0,0,0) within tolerance
bool IsZero( float tolerance = 0.01f ) const
{
return (x > -tolerance && x < tolerance &&
y > -tolerance && y < tolerance &&
z > -tolerance && z < tolerance &&
w > -tolerance && w < tolerance);
}
// Get the distance from this Vector4D to the other one.
vec_t DistTo(const Vector4D &vOther) const;
// Get the distance from this Vector4D to the other one squared.
vec_t DistToSqr(const Vector4D &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 Vector4D equation (because it's done per-component
// rather than per-Vector4D).
void MulAdd(Vector4D const& a, Vector4D const& b, float scalar);
// Dot product.
vec_t Dot(Vector4D const& vOther) const;
// No copy constructors allowed if we're in optimal mode
#ifdef VECTOR_NO_SLOW_OPERATIONS
private:
#else
public:
#endif
Vector4D(Vector4D const& vOther);
// No assignment operators either...
Vector4D& operator=( Vector4D const& src );
};
const Vector4D vec4_origin( 0.0f, 0.0f, 0.0f, 0.0f );
const Vector4D vec4_invalid( FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX );
#if 0
//-----------------------------------------------------------------------------
// SSE optimized routines
//-----------------------------------------------------------------------------
class ALIGN16 Vector4DAligned : public Vector4D
{
public:
Vector4DAligned(void) {}
Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W );
inline void Set( vec_t X, vec_t Y, vec_t Z, vec_t W );
inline void InitZero( void );
inline __m128 &AsM128() { return *(__m128*)&x; }
inline const __m128 &AsM128() const { return *(const __m128*)&x; }
private:
// No copy constructors allowed if we're in optimal mode
Vector4DAligned( Vector4DAligned const& vOther );
// No assignment operators either...
Vector4DAligned& operator=( Vector4DAligned const& src );
} ALIGN16_POST;
#endif
//-----------------------------------------------------------------------------
// Vector4D related operations
//-----------------------------------------------------------------------------
// Vector4D clear
void Vector4DClear( Vector4D& a );
// Copy
void Vector4DCopy( Vector4D const& src, Vector4D& dst );
// Vector4D arithmetic
void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& result );
void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& result );
void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& result );
void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& result );
void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& result );
void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& result );
void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result );
// Vector4DAligned arithmetic
//void Vector4DMultiplyAligned( Vector4DAligned const& a, vec_t b, Vector4DAligned& result );
#define Vector4DExpand( v ) (v).x, (v).y, (v).z, (v).w
// Normalization
vec_t Vector4DNormalize( Vector4D& v );
// Length
vec_t Vector4DLength( Vector4D const& v );
// Dot Product
vec_t DotProduct4D(Vector4D const& a, Vector4D const& b);
// Linearly interpolate between two vectors
void Vector4DLerp(Vector4D const& src1, Vector4D const& src2, vec_t t, Vector4D& dest );
//-----------------------------------------------------------------------------
//
// Inlined Vector4D methods
//
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// constructors
//-----------------------------------------------------------------------------
inline Vector4D::Vector4D(void)
{
#ifdef _DEBUG
// Initialize to NAN to catch errors
x = y = z = w = VEC_T_NAN;
#endif
}
inline Vector4D::Vector4D(vec_t X, vec_t Y, vec_t Z, vec_t W )
{
x = X; y = Y; z = Z; w = W;
Assert( IsValid() );
}
inline Vector4D::Vector4D(const float *pFloat)
{
Assert( pFloat );
x = pFloat[0]; y = pFloat[1]; z = pFloat[2]; w = pFloat[3];
Assert( IsValid() );
}
//-----------------------------------------------------------------------------
// copy constructor
//-----------------------------------------------------------------------------
inline Vector4D::Vector4D(const Vector4D &vOther)
{
Assert( vOther.IsValid() );
x = vOther.x; y = vOther.y; z = vOther.z; w = vOther.w;
}
//-----------------------------------------------------------------------------
// initialization
//-----------------------------------------------------------------------------
inline void Vector4D::Init( vec_t ix, vec_t iy, vec_t iz, vec_t iw )
{
x = ix; y = iy; z = iz; w = iw;
Assert( IsValid() );
}
inline void Vector4D::Init( const Vector& src, vec_t iw )
{
x = src.x; y = src.y; z = src.z; w = iw;
Assert( IsValid() );
}
/*
inline void Vector4D::Random( vec_t minVal, vec_t maxVal )
{
x = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
y = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
z = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
w = minVal + ((vec_t)rand() / VALVE_RAND_MAX) * (maxVal - minVal);
}
*/
inline void Vector4DClear( Vector4D& a )
{
a.x = a.y = a.z = a.w = 0.0f;
}
//-----------------------------------------------------------------------------
// assignment
//-----------------------------------------------------------------------------
inline Vector4D& Vector4D::operator=(const Vector4D &vOther)
{
Assert( vOther.IsValid() );
x=vOther.x; y=vOther.y; z=vOther.z; w=vOther.w;
return *this;
}
//-----------------------------------------------------------------------------
// Array access
//-----------------------------------------------------------------------------
inline vec_t& Vector4D::operator[](int i)
{
Assert( (i >= 0) && (i < 4) );
return ((vec_t*)this)[i];
}
inline vec_t Vector4D::operator[](int i) const
{
Assert( (i >= 0) && (i < 4) );
return ((vec_t*)this)[i];
}
//-----------------------------------------------------------------------------
// Cast to Vector and Vector2D...
//-----------------------------------------------------------------------------
inline Vector& Vector4D::AsVector3D()
{
return *(Vector*)this;
}
inline Vector const& Vector4D::AsVector3D() const
{
return *(Vector const*)this;
}
//inline Vector2D& Vector4D::AsVector2D()
//{
// return *(Vector2D*)this;
//}
//
//inline Vector2D const& Vector4D::AsVector2D() const
//{
// return *(Vector2D const*)this;
//}
//-----------------------------------------------------------------------------
// Base address...
//-----------------------------------------------------------------------------
inline vec_t* Vector4D::Base()
{
return (vec_t*)this;
}
inline vec_t const* Vector4D::Base() const
{
return (vec_t const*)this;
}
//-----------------------------------------------------------------------------
// IsValid?
//-----------------------------------------------------------------------------
inline bool Vector4D::IsValid() const
{
return IsFinite(x) && IsFinite(y) && IsFinite(z) && IsFinite(w);
}
//-----------------------------------------------------------------------------
// comparison
//-----------------------------------------------------------------------------
inline bool Vector4D::operator==( Vector4D const& src ) const
{
Assert( src.IsValid() && IsValid() );
return (src.x == x) && (src.y == y) && (src.z == z) && (src.w == w);
}
inline bool Vector4D::operator!=( Vector4D const& src ) const
{
Assert( src.IsValid() && IsValid() );
return (src.x != x) || (src.y != y) || (src.z != z) || (src.w != w);
}
//-----------------------------------------------------------------------------
// Copy
//-----------------------------------------------------------------------------
inline void Vector4DCopy( Vector4D const& src, Vector4D& dst )
{
Assert( src.IsValid() );
dst.x = src.x;
dst.y = src.y;
dst.z = src.z;
dst.w = src.w;
}
inline void Vector4D::CopyToArray(float* rgfl) const
{
Assert( IsValid() );
Assert( rgfl );
rgfl[0] = x; rgfl[1] = y; rgfl[2] = z; rgfl[3] = w;
}
//-----------------------------------------------------------------------------
// standard math operations
//-----------------------------------------------------------------------------
inline void Vector4D::Negate()
{
Assert( IsValid() );
x = -x; y = -y; z = -z; w = -w;
}
inline Vector4D& Vector4D::operator+=(const Vector4D& v)
{
Assert( IsValid() && v.IsValid() );
x+=v.x; y+=v.y; z += v.z; w += v.w;
return *this;
}
inline Vector4D& Vector4D::operator-=(const Vector4D& v)
{
Assert( IsValid() && v.IsValid() );
x-=v.x; y-=v.y; z -= v.z; w -= v.w;
return *this;
}
inline Vector4D& Vector4D::operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
w *= fl;
Assert( IsValid() );
return *this;
}
inline Vector4D& Vector4D::operator*=(Vector4D const& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
w *= v.w;
Assert( IsValid() );
return *this;
}
inline Vector4D Vector4D::operator-(void) const
{
return Vector4D(-x,-y,-z,-w);
}
inline Vector4D Vector4D::operator+(const Vector4D& v) const
{
Vector4D res;
Vector4DAdd( *this, v, res );
return res;
}
inline Vector4D Vector4D::operator-(const Vector4D& v) const
{
Vector4D res;
Vector4DSubtract( *this, v, res );
return res;
}
inline Vector4D Vector4D::operator*(float fl) const
{
Vector4D res;
Vector4DMultiply( *this, fl, res );
return res;
}
inline Vector4D Vector4D::operator*(const Vector4D& v) const
{
Vector4D res;
Vector4DMultiply( *this, v, res );
return res;
}
inline Vector4D Vector4D::operator/(float fl) const
{
Vector4D res;
Vector4DDivide( *this, fl, res );
return res;
}
inline Vector4D operator*( float fl, const Vector4D& v )
{
return v * fl;
}
inline Vector4D& Vector4D::operator/=(float fl)
{
Assert( fl != 0.0f );
float oofl = 1.0f / fl;
x *= oofl;
y *= oofl;
z *= oofl;
w *= oofl;
Assert( IsValid() );
return *this;
}
inline Vector4D& Vector4D::operator/=(Vector4D const& v)
{
Assert( v.x != 0.0f && v.y != 0.0f && v.z != 0.0f && v.w != 0.0f );
x /= v.x;
y /= v.y;
z /= v.z;
w /= v.w;
Assert( IsValid() );
return *this;
}
inline void Vector4DAdd( Vector4D const& a, Vector4D const& b, Vector4D& c )
{
Assert( a.IsValid() && b.IsValid() );
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
c.w = a.w + b.w;
}
inline void Vector4DSubtract( Vector4D const& a, Vector4D const& b, Vector4D& c )
{
Assert( a.IsValid() && b.IsValid() );
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
c.w = a.w - b.w;
}
inline void Vector4DMultiply( Vector4D const& a, vec_t b, Vector4D& c )
{
Assert( a.IsValid() && IsFinite(b) );
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;
c.w = a.w * b;
}
inline void Vector4DMultiply( Vector4D const& a, Vector4D const& b, Vector4D& c )
{
Assert( a.IsValid() && b.IsValid() );
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
c.w = a.w * b.w;
}
inline void Vector4DDivide( Vector4D const& a, vec_t b, Vector4D& c )
{
Assert( a.IsValid() );
Assert( b != 0.0f );
vec_t oob = 1.0f / b;
c.x = a.x * oob;
c.y = a.y * oob;
c.z = a.z * oob;
c.w = a.w * oob;
}
inline void Vector4DDivide( Vector4D const& a, Vector4D const& b, Vector4D& c )
{
Assert( a.IsValid() );
Assert( (b.x != 0.0f) && (b.y != 0.0f) && (b.z != 0.0f) && (b.w != 0.0f) );
c.x = a.x / b.x;
c.y = a.y / b.y;
c.z = a.z / b.z;
c.w = a.w / b.w;
}
inline void Vector4DMA( Vector4D const& start, float s, Vector4D const& dir, Vector4D& result )
{
Assert( start.IsValid() && IsFinite(s) && dir.IsValid() );
result.x = start.x + s*dir.x;
result.y = start.y + s*dir.y;
result.z = start.z + s*dir.z;
result.w = start.w + s*dir.w;
}
// FIXME: Remove
// For backwards compatability
inline void Vector4D::MulAdd(Vector4D const& a, Vector4D const& b, float scalar)
{
x = a.x + b.x * scalar;
y = a.y + b.y * scalar;
z = a.z + b.z * scalar;
w = a.w + b.w * scalar;
}
inline void Vector4DLerp(const Vector4D& src1, const Vector4D& src2, vec_t t, Vector4D& dest )
{
dest[0] = src1[0] + (src2[0] - src1[0]) * t;
dest[1] = src1[1] + (src2[1] - src1[1]) * t;
dest[2] = src1[2] + (src2[2] - src1[2]) * t;
dest[3] = src1[3] + (src2[3] - src1[3]) * t;
}
//-----------------------------------------------------------------------------
// dot, cross
//-----------------------------------------------------------------------------
inline vec_t DotProduct4D(const Vector4D& a, const Vector4D& b)
{
Assert( a.IsValid() && b.IsValid() );
return( a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w );
}
// for backwards compatability
inline vec_t Vector4D::Dot( Vector4D const& vOther ) const
{
return DotProduct4D( *this, vOther );
}
//-----------------------------------------------------------------------------
// length
//-----------------------------------------------------------------------------
inline vec_t Vector4DLength( Vector4D const& v )
{
Assert( v.IsValid() );
return (vec_t)FastSqrt(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w);
}
inline vec_t Vector4D::LengthSqr(void) const
{
Assert( IsValid() );
return (x*x + y*y + z*z + w*w);
}
inline vec_t Vector4D::Length(void) const
{
return Vector4DLength( *this );
}
//-----------------------------------------------------------------------------
// Normalization
//-----------------------------------------------------------------------------
// FIXME: Can't use until we're un-macroed in mathlib.h
inline vec_t Vector4DNormalize( Vector4D& v )
{
Assert( v.IsValid() );
vec_t l = v.Length();
if (l != 0.0f)
{
v /= l;
}
else
{
v.x = v.y = v.z = v.w = 0.0f;
}
return l;
}
//-----------------------------------------------------------------------------
// Get the distance from this Vector4D to the other one
//-----------------------------------------------------------------------------
inline vec_t Vector4D::DistTo(const Vector4D &vOther) const
{
Vector4D delta;
Vector4DSubtract( *this, vOther, delta );
return delta.Length();
}
inline vec_t Vector4D::DistToSqr(const Vector4D &vOther) const
{
Vector4D delta;
Vector4DSubtract( *this, vOther, delta );
return delta.LengthSqr();
}
#if 0
//-----------------------------------------------------------------------------
// Vector4DAligned routines
//-----------------------------------------------------------------------------
inline Vector4DAligned::Vector4DAligned( vec_t X, vec_t Y, vec_t Z, vec_t W )
{
x = X; y = Y; z = Z; w = W;
Assert( IsValid() );
}
inline void Vector4DAligned::Set( vec_t X, vec_t Y, vec_t Z, vec_t W )
{
x = X; y = Y; z = Z; w = W;
Assert( IsValid() );
}
inline void Vector4DAligned::InitZero( void )
{
#if !defined( _X360 )
this->AsM128() = _mm_set1_ps( 0.0f );
#else
this->AsM128() = __vspltisw( 0 );
#endif
Assert( IsValid() );
}
inline void Vector4DMultiplyAligned( Vector4DAligned const& a, Vector4DAligned const& b, Vector4DAligned& c )
{
Assert( a.IsValid() && b.IsValid() );
#if !defined( _X360 )
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
c.w = a.w * b.w;
#else
c.AsM128() = __vmulfp( a.AsM128(), b.AsM128() );
#endif
}
inline void Vector4DWeightMAD( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB )
{
Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) );
#if !defined( _X360 )
vOutA.x += vInA.x * w;
vOutA.y += vInA.y * w;
vOutA.z += vInA.z * w;
vOutA.w += vInA.w * w;
vOutB.x += vInB.x * w;
vOutB.y += vInB.y * w;
vOutB.z += vInB.z * w;
vOutB.w += vInB.w * w;
#else
__vector4 temp;
temp = __lvlx( &w, 0 );
temp = __vspltw( temp, 0 );
vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() );
vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() );
#endif
}
inline void Vector4DWeightMADSSE( vec_t w, Vector4DAligned const& vInA, Vector4DAligned& vOutA, Vector4DAligned const& vInB, Vector4DAligned& vOutB )
{
Assert( vInA.IsValid() && vInB.IsValid() && IsFinite(w) );
#if !defined( _X360 )
// Replicate scalar float out to 4 components
__m128 packed = _mm_set1_ps( w );
// 4D SSE Vector MAD
vOutA.AsM128() = _mm_add_ps( vOutA.AsM128(), _mm_mul_ps( vInA.AsM128(), packed ) );
vOutB.AsM128() = _mm_add_ps( vOutB.AsM128(), _mm_mul_ps( vInB.AsM128(), packed ) );
#else
__vector4 temp;
temp = __lvlx( &w, 0 );
temp = __vspltw( temp, 0 );
vOutA.AsM128() = __vmaddfp( vInA.AsM128(), temp, vOutA.AsM128() );
vOutB.AsM128() = __vmaddfp( vInB.AsM128(), temp, vOutB.AsM128() );
#endif
}
#endif
//--------------------------------------------------------------------------------------------------
typedef int SideType;
// Used to represent sides of things like planes.
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
#define VP_EPSILON 0.01f
class VPlane
{
public:
VPlane();
VPlane(const Vector &vNormal, vec_t dist);
void Init(const Vector &vNormal, vec_t dist);
// Return the distance from the point to the plane.
vec_t DistTo(const Vector &vVec) const;
// Copy.
VPlane& operator=(const VPlane &thePlane);
// Returns SIDE_ON, SIDE_FRONT, or SIDE_BACK.
// The epsilon for SIDE_ON can be passed in.
SideType GetPointSide(const Vector &vPoint, vec_t sideEpsilon=VP_EPSILON) const;
// Returns SIDE_FRONT or SIDE_BACK.
SideType GetPointSideExact(const Vector &vPoint) const;
// Classify the box with respect to the plane.
// Returns SIDE_ON, SIDE_FRONT, or SIDE_BACK
SideType BoxOnPlaneSide(const Vector &vMin, const Vector &vMax) const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Flip the plane.
VPlane Flip();
// Get a point on the plane (normal*dist).
Vector GetPointOnPlane() const;
// Snap the specified point to the plane (along the plane's normal).
Vector SnapPointToPlane(const Vector &vPoint) const;
#endif
public:
Vector m_Normal;
vec_t m_Dist;
#ifdef VECTOR_NO_SLOW_OPERATIONS
private:
// No copy constructors allowed if we're in optimal mode
VPlane(const VPlane& vOther);
#endif
};
//-----------------------------------------------------------------------------
// Inlines.
//-----------------------------------------------------------------------------
inline VPlane::VPlane()
{
}
inline VPlane::VPlane(const Vector &vNormal, vec_t dist)
{
m_Normal = vNormal;
m_Dist = dist;
}
inline void VPlane::Init(const Vector &vNormal, vec_t dist)
{
m_Normal = vNormal;
m_Dist = dist;
}
inline vec_t VPlane::DistTo(const Vector &vVec) const
{
return vVec.Dot(m_Normal) - m_Dist;
}
inline VPlane& VPlane::operator=(const VPlane &thePlane)
{
m_Normal = thePlane.m_Normal;
m_Dist = thePlane.m_Dist;
return *this;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline VPlane VPlane::Flip()
{
return VPlane(-m_Normal, -m_Dist);
}
inline Vector VPlane::GetPointOnPlane() const
{
return m_Normal * m_Dist;
}
inline Vector VPlane::SnapPointToPlane(const Vector &vPoint) const
{
return vPoint - m_Normal * DistTo(vPoint);
}
#endif
inline SideType VPlane::GetPointSide(const Vector &vPoint, vec_t sideEpsilon) const
{
vec_t fDist;
fDist = DistTo(vPoint);
if(fDist >= sideEpsilon)
return SIDE_FRONT;
else if(fDist <= -sideEpsilon)
return SIDE_BACK;
else
return SIDE_ON;
}
inline SideType VPlane::GetPointSideExact(const Vector &vPoint) const
{
return DistTo(vPoint) > 0.0f ? SIDE_FRONT : SIDE_BACK;
}
// BUGBUG: This should either simply use the implementation in mathlib or cease to exist.
// mathlib implementation is much more efficient. Check to see that VPlane isn't used in
// performance critical code.
inline SideType VPlane::BoxOnPlaneSide(const Vector &vMin, const Vector &vMax) const
{
int i, firstSide, side;
TableVector vPoints[8] =
{
{ vMin.x, vMin.y, vMin.z },
{ vMin.x, vMin.y, vMax.z },
{ vMin.x, vMax.y, vMax.z },
{ vMin.x, vMax.y, vMin.z },
{ vMax.x, vMin.y, vMin.z },
{ vMax.x, vMin.y, vMax.z },
{ vMax.x, vMax.y, vMax.z },
{ vMax.x, vMax.y, vMin.z },
};
firstSide = GetPointSideExact(vPoints[0]);
for(i=1; i < 8; i++)
{
side = GetPointSideExact(vPoints[i]);
// Does the box cross the plane?
if(side != firstSide)
return SIDE_ON;
}
// Ok, they're all on the same side, return that.
return firstSide;
}
//--------------------------------------------------------------------------------------------------
//struct cplane_t;
struct matrix3x4_t
{
matrix3x4_t() {}
matrix3x4_t(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23 )
{
m_flMatVal[0][0] = m00; m_flMatVal[0][1] = m01; m_flMatVal[0][2] = m02; m_flMatVal[0][3] = m03;
m_flMatVal[1][0] = m10; m_flMatVal[1][1] = m11; m_flMatVal[1][2] = m12; m_flMatVal[1][3] = m13;
m_flMatVal[2][0] = m20; m_flMatVal[2][1] = m21; m_flMatVal[2][2] = m22; m_flMatVal[2][3] = m23;
}
//-----------------------------------------------------------------------------
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
void Init( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
{
m_flMatVal[0][0] = xAxis.x; m_flMatVal[0][1] = yAxis.x; m_flMatVal[0][2] = zAxis.x; m_flMatVal[0][3] = vecOrigin.x;
m_flMatVal[1][0] = xAxis.y; m_flMatVal[1][1] = yAxis.y; m_flMatVal[1][2] = zAxis.y; m_flMatVal[1][3] = vecOrigin.y;
m_flMatVal[2][0] = xAxis.z; m_flMatVal[2][1] = yAxis.z; m_flMatVal[2][2] = zAxis.z; m_flMatVal[2][3] = vecOrigin.z;
}
//-----------------------------------------------------------------------------
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
matrix3x4_t( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis, const Vector &vecOrigin )
{
Init( xAxis, yAxis, zAxis, vecOrigin );
}
inline void Invalidate( void )
{
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 4; j++)
{
m_flMatVal[i][j] = VEC_T_NAN;
}
}
}
float *operator[]( int i ) { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
const float *operator[]( int i ) const { Assert(( i >= 0 ) && ( i < 3 )); return m_flMatVal[i]; }
float *Base() { return &m_flMatVal[0][0]; }
const float *Base() const { return &m_flMatVal[0][0]; }
float m_flMatVal[3][4];
};
class VMatrix
{
public:
VMatrix();
VMatrix(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
);
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
VMatrix( const Vector& forward, const Vector& left, const Vector& up );
// Construct from a 3x4 matrix
VMatrix( const matrix3x4_t& matrix3x4 );
// Set the values in the matrix.
void Init(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
);
// Initialize from a 3x4
void Init( const matrix3x4_t& matrix3x4 );
// array access
inline float* operator[](int i)
{
return m[i];
}
inline const float* operator[](int i) const
{
return m[i];
}
// Get a pointer to m[0][0]
inline float *Base()
{
return &m[0][0];
}
inline const float *Base() const
{
return &m[0][0];
}
void SetLeft(const Vector &vLeft);
void SetUp(const Vector &vUp);
void SetForward(const Vector &vForward);
void GetBasisVectors(Vector &vForward, Vector &vLeft, Vector &vUp) const;
void SetBasisVectors(const Vector &vForward, const Vector &vLeft, const Vector &vUp);
// Get/set the translation.
Vector & GetTranslation( Vector &vTrans ) const;
void SetTranslation(const Vector &vTrans);
void PreTranslate(const Vector &vTrans);
void PostTranslate(const Vector &vTrans);
matrix3x4_t& As3x4();
const matrix3x4_t& As3x4() const;
void CopyFrom3x4( const matrix3x4_t &m3x4 );
void Set3x4( matrix3x4_t& matrix3x4 ) const;
bool operator==( const VMatrix& src ) const;
bool operator!=( const VMatrix& src ) const { return !( *this == src ); }
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Access the basis vectors.
Vector GetLeft() const;
Vector GetUp() const;
Vector GetForward() const;
Vector GetTranslation() const;
#endif
// Matrix->vector operations.
public:
// Multiply by a 3D vector (same as operator*).
void V3Mul(const Vector &vIn, Vector &vOut) const;
// Multiply by a 4D vector.
void V4Mul(const Vector4D &vIn, Vector4D &vOut) const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Applies the rotation (ignores translation in the matrix). (This just calls VMul3x3).
Vector ApplyRotation(const Vector &vVec) const;
// Multiply by a vector (divides by w, assumes input w is 1).
Vector operator*(const Vector &vVec) const;
// Multiply by the upper 3x3 part of the matrix (ie: only apply rotation).
Vector VMul3x3(const Vector &vVec) const;
// Apply the inverse (transposed) rotation (only works on pure rotation matrix)
Vector VMul3x3Transpose(const Vector &vVec) const;
// Multiply by the upper 3 rows.
Vector VMul4x3(const Vector &vVec) const;
// Apply the inverse (transposed) transformation (only works on pure rotation/translation)
Vector VMul4x3Transpose(const Vector &vVec) const;
#endif
// Matrix->plane operations.
public:
// Transform the plane. The matrix can only contain translation and rotation.
void TransformPlane( const VPlane &inPlane, VPlane &outPlane ) const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Just calls TransformPlane and returns the result.
VPlane operator*(const VPlane &thePlane) const;
#endif
// Matrix->matrix operations.
public:
VMatrix& operator=(const VMatrix &mOther);
// Multiply two matrices (out = this * vm).
void MatrixMul( const VMatrix &vm, VMatrix &out ) const;
// Add two matrices.
const VMatrix& operator+=(const VMatrix &other);
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Just calls MatrixMul and returns the result.
VMatrix operator*(const VMatrix &mOther) const;
// Add/Subtract two matrices.
VMatrix operator+(const VMatrix &other) const;
VMatrix operator-(const VMatrix &other) const;
// Negation.
VMatrix operator-() const;
// Return inverse matrix. Be careful because the results are undefined
// if the matrix doesn't have an inverse (ie: InverseGeneral returns false).
VMatrix operator~() const;
#endif
// Matrix operations.
public:
// Set to identity.
void Identity();
bool IsIdentity() const;
// Setup a matrix for origin and angles.
void SetupMatrixOrgAngles( const Vector &origin, const QAngle &vAngles );
// General inverse. This may fail so check the return!
bool InverseGeneral(VMatrix &vInverse) const;
// Does a fast inverse, assuming the matrix only contains translation and rotation.
void InverseTR( VMatrix &mRet ) const;
// Usually used for debug checks. Returns true if the upper 3x3 contains
// unit vectors and they are all orthogonal.
bool IsRotationMatrix() const;
#ifndef VECTOR_NO_SLOW_OPERATIONS
// This calls the other InverseTR and returns the result.
VMatrix InverseTR() const;
// Get the scale of the matrix's basis vectors.
Vector GetScale() const;
// (Fast) multiply by a scaling matrix setup from vScale.
VMatrix Scale(const Vector &vScale);
// Normalize the basis vectors.
VMatrix NormalizeBasisVectors() const;
// Transpose.
VMatrix Transpose() const;
// Transpose upper-left 3x3.
VMatrix Transpose3x3() const;
#endif
public:
// The matrix.
vec_t m[4][4];
};
//-----------------------------------------------------------------------------
// Helper functions.
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
// Setup an identity matrix.
VMatrix SetupMatrixIdentity();
// Setup as a scaling matrix.
VMatrix SetupMatrixScale(const Vector &vScale);
// Setup a translation matrix.
VMatrix SetupMatrixTranslation(const Vector &vTranslation);
// Setup a matrix to reflect around the plane.
VMatrix SetupMatrixReflection(const VPlane &thePlane);
// Setup a matrix to project from vOrigin onto thePlane.
VMatrix SetupMatrixProjection(const Vector &vOrigin, const VPlane &thePlane);
// Setup a matrix to rotate the specified amount around the specified axis.
VMatrix SetupMatrixAxisRot(const Vector &vAxis, vec_t fDegrees);
// Setup a matrix from euler angles. Just sets identity and calls MatrixAngles.
VMatrix SetupMatrixAngles(const QAngle &vAngles);
// Setup a matrix for origin and angles.
VMatrix SetupMatrixOrgAngles(const Vector &origin, const QAngle &vAngles);
#endif
#define VMatToString(mat) (static_cast<const char *>(CFmtStr("[ (%f, %f, %f), (%f, %f, %f), (%f, %f, %f), (%f, %f, %f) ]", mat.m[0][0], mat.m[0][1], mat.m[0][2], mat.m[0][3], mat.m[1][0], mat.m[1][1], mat.m[1][2], mat.m[1][3], mat.m[2][0], mat.m[2][1], mat.m[2][2], mat.m[2][3], mat.m[3][0], mat.m[3][1], mat.m[3][2], mat.m[3][3] ))) // ** Note: this generates a temporary, don't hold reference!
//-----------------------------------------------------------------------------
// Returns the point at the intersection on the 3 planes.
// Returns false if it can't be solved (2 or more planes are parallel).
//-----------------------------------------------------------------------------
bool PlaneIntersection( const VPlane &vp1, const VPlane &vp2, const VPlane &vp3, Vector &vOut );
//-----------------------------------------------------------------------------
// These methods are faster. Use them if you want faster code
//-----------------------------------------------------------------------------
void MatrixSetIdentity( VMatrix &dst );
void MatrixTranspose( const VMatrix& src, VMatrix& dst );
void MatrixCopy( const VMatrix& src, VMatrix& dst );
void MatrixMultiply( const VMatrix& src1, const VMatrix& src2, VMatrix& dst );
// Accessors
void MatrixGetColumn( const VMatrix &src, int nCol, Vector *pColumn );
void MatrixSetColumn( VMatrix &src, int nCol, const Vector &column );
void MatrixGetRow( const VMatrix &src, int nCol, Vector *pColumn );
void MatrixSetRow( VMatrix &src, int nCol, const Vector &column );
// Vector3DMultiply treats src2 as if it's a direction vector
void Vector3DMultiply( const VMatrix& src1, const Vector& src2, Vector& dst );
// Vector3DMultiplyPosition treats src2 as if it's a point (adds the translation)
inline void Vector3DMultiplyPosition( const VMatrix& src1, const VectorByValue src2, Vector& dst );
// Vector3DMultiplyPositionProjective treats src2 as if it's a point
// and does the perspective divide at the end
void Vector3DMultiplyPositionProjective( const VMatrix& src1, const Vector &src2, Vector& dst );
// Vector3DMultiplyPosition treats src2 as if it's a direction
// and does the perspective divide at the end
// NOTE: src1 had better be an inverse transpose to use this correctly
void Vector3DMultiplyProjective( const VMatrix& src1, const Vector &src2, Vector& dst );
void Vector4DMultiply( const VMatrix& src1, const Vector4D& src2, Vector4D& dst );
// Same as Vector4DMultiply except that src2 has an implicit W of 1
void Vector4DMultiplyPosition( const VMatrix& src1, const Vector &src2, Vector4D& dst );
// Multiplies the vector by the transpose of the matrix
void Vector3DMultiplyTranspose( const VMatrix& src1, const Vector& src2, Vector& dst );
void Vector4DMultiplyTranspose( const VMatrix& src1, const Vector4D& src2, Vector4D& dst );
// Transform a plane
// void MatrixTransformPlane( const VMatrix &src, const cplane_t &inPlane, cplane_t &outPlane );
// Transform a plane that has an axis-aligned normal
// void MatrixTransformAxisAlignedPlane( const VMatrix &src, int nDim, float flSign, float flDist, cplane_t &outPlane );
void MatrixBuildTranslation( VMatrix& dst, float x, float y, float z );
void MatrixBuildTranslation( VMatrix& dst, const Vector &translation );
inline void MatrixTranslate( VMatrix& dst, const Vector &translation )
{
VMatrix matTranslation, temp;
MatrixBuildTranslation( matTranslation, translation );
MatrixMultiply( dst, matTranslation, temp );
dst = temp;
}
void MatrixBuildRotationAboutAxis( VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees );
void MatrixBuildRotateZ( VMatrix& dst, float angleDegrees );
inline void MatrixRotate( VMatrix& dst, const Vector& vAxisOfRot, float angleDegrees )
{
VMatrix rotation, temp;
MatrixBuildRotationAboutAxis( rotation, vAxisOfRot, angleDegrees );
MatrixMultiply( dst, rotation, temp );
dst = temp;
}
// Builds a rotation matrix that rotates one direction vector into another
void MatrixBuildRotation( VMatrix &dst, const Vector& initialDirection, const Vector& finalDirection );
// Builds a scale matrix
void MatrixBuildScale( VMatrix &dst, float x, float y, float z );
void MatrixBuildScale( VMatrix &dst, const Vector& scale );
// Build a perspective matrix.
// zNear and zFar are assumed to be positive.
// You end up looking down positive Z, X is to the right, Y is up.
// X range: [0..1]
// Y range: [0..1]
// Z range: [0..1]
void MatrixBuildPerspective( VMatrix &dst, float fovX, float fovY, float zNear, float zFar );
//-----------------------------------------------------------------------------
// Given a projection matrix, take the extremes of the space in transformed into world space and
// get a bounding box.
//-----------------------------------------------------------------------------
void CalculateAABBFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pMins, Vector *pMaxs );
//-----------------------------------------------------------------------------
// Given a projection matrix, take the extremes of the space in transformed into world space and
// get a bounding sphere.
//-----------------------------------------------------------------------------
void CalculateSphereFromProjectionMatrix( const VMatrix &worldToVolume, Vector *pCenter, float *pflRadius );
//-----------------------------------------------------------------------------
// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
// get a bounding box.
//-----------------------------------------------------------------------------
void CalculateAABBFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pMins, Vector *pMaxs );
//-----------------------------------------------------------------------------
// Given an inverse projection matrix, take the extremes of the space in transformed into world space and
// get a bounding sphere.
//-----------------------------------------------------------------------------
void CalculateSphereFromProjectionMatrixInverse( const VMatrix &volumeToWorld, Vector *pCenter, float *pflRadius );
//-----------------------------------------------------------------------------
// Calculate frustum planes given a clip->world space transform.
//-----------------------------------------------------------------------------
// void FrustumPlanesFromMatrix( const VMatrix &clipToWorld, Frustum_t &frustum );
//-----------------------------------------------------------------------------
// Setup a matrix from euler angles.
//-----------------------------------------------------------------------------
void MatrixFromAngles( const QAngle& vAngles, VMatrix& dst );
//-----------------------------------------------------------------------------
// Creates euler angles from a matrix
//-----------------------------------------------------------------------------
void MatrixToAngles( const VMatrix& src, QAngle& vAngles );
//-----------------------------------------------------------------------------
// Does a fast inverse, assuming the matrix only contains translation and rotation.
//-----------------------------------------------------------------------------
void MatrixInverseTR( const VMatrix& src, VMatrix &dst );
//-----------------------------------------------------------------------------
// Inverts any matrix at all
//-----------------------------------------------------------------------------
bool MatrixInverseGeneral(const VMatrix& src, VMatrix& dst);
//-----------------------------------------------------------------------------
// Computes the inverse transpose
//-----------------------------------------------------------------------------
void MatrixInverseTranspose( const VMatrix& src, VMatrix& dst );
//-----------------------------------------------------------------------------
// VMatrix inlines.
//-----------------------------------------------------------------------------
inline VMatrix::VMatrix()
{
}
inline VMatrix::VMatrix(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33)
{
Init(
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
m30, m31, m32, m33
);
}
inline VMatrix::VMatrix( const matrix3x4_t& matrix3x4 )
{
Init( matrix3x4 );
}
//-----------------------------------------------------------------------------
// Creates a matrix where the X axis = forward
// the Y axis = left, and the Z axis = up
//-----------------------------------------------------------------------------
inline VMatrix::VMatrix( const Vector& xAxis, const Vector& yAxis, const Vector& zAxis )
{
Init(
xAxis.x, yAxis.x, zAxis.x, 0.0f,
xAxis.y, yAxis.y, zAxis.y, 0.0f,
xAxis.z, yAxis.z, zAxis.z, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
);
}
inline void VMatrix::Init(
vec_t m00, vec_t m01, vec_t m02, vec_t m03,
vec_t m10, vec_t m11, vec_t m12, vec_t m13,
vec_t m20, vec_t m21, vec_t m22, vec_t m23,
vec_t m30, vec_t m31, vec_t m32, vec_t m33
)
{
m[0][0] = m00;
m[0][1] = m01;
m[0][2] = m02;
m[0][3] = m03;
m[1][0] = m10;
m[1][1] = m11;
m[1][2] = m12;
m[1][3] = m13;
m[2][0] = m20;
m[2][1] = m21;
m[2][2] = m22;
m[2][3] = m23;
m[3][0] = m30;
m[3][1] = m31;
m[3][2] = m32;
m[3][3] = m33;
}
//-----------------------------------------------------------------------------
// Initialize from a 3x4
//-----------------------------------------------------------------------------
inline void VMatrix::Init( const matrix3x4_t& matrix3x4 )
{
memcpy(m, matrix3x4.Base(), sizeof( matrix3x4_t ) );
m[3][0] = 0.0f;
m[3][1] = 0.0f;
m[3][2] = 0.0f;
m[3][3] = 1.0f;
}
//-----------------------------------------------------------------------------
// Methods related to the basis vectors of the matrix
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::GetForward() const
{
return Vector(m[0][0], m[1][0], m[2][0]);
}
inline Vector VMatrix::GetLeft() const
{
return Vector(m[0][1], m[1][1], m[2][1]);
}
inline Vector VMatrix::GetUp() const
{
return Vector(m[0][2], m[1][2], m[2][2]);
}
#endif
inline void VMatrix::SetForward(const Vector &vForward)
{
m[0][0] = vForward.x;
m[1][0] = vForward.y;
m[2][0] = vForward.z;
}
inline void VMatrix::SetLeft(const Vector &vLeft)
{
m[0][1] = vLeft.x;
m[1][1] = vLeft.y;
m[2][1] = vLeft.z;
}
inline void VMatrix::SetUp(const Vector &vUp)
{
m[0][2] = vUp.x;
m[1][2] = vUp.y;
m[2][2] = vUp.z;
}
inline void VMatrix::GetBasisVectors(Vector &vForward, Vector &vLeft, Vector &vUp) const
{
vForward.Init( m[0][0], m[1][0], m[2][0] );
vLeft.Init( m[0][1], m[1][1], m[2][1] );
vUp.Init( m[0][2], m[1][2], m[2][2] );
}
inline void VMatrix::SetBasisVectors(const Vector &vForward, const Vector &vLeft, const Vector &vUp)
{
SetForward(vForward);
SetLeft(vLeft);
SetUp(vUp);
}
//-----------------------------------------------------------------------------
// Methods related to the translation component of the matrix
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::GetTranslation() const
{
return Vector(m[0][3], m[1][3], m[2][3]);
}
#endif
inline Vector& VMatrix::GetTranslation( Vector &vTrans ) const
{
vTrans.x = m[0][3];
vTrans.y = m[1][3];
vTrans.z = m[2][3];
return vTrans;
}
inline void VMatrix::SetTranslation(const Vector &vTrans)
{
m[0][3] = vTrans.x;
m[1][3] = vTrans.y;
m[2][3] = vTrans.z;
}
//-----------------------------------------------------------------------------
// appply translation to this matrix in the input space
//-----------------------------------------------------------------------------
inline void VMatrix::PreTranslate(const Vector &vTrans)
{
Vector tmp;
Vector3DMultiplyPosition( *this, vTrans, tmp );
m[0][3] = tmp.x;
m[1][3] = tmp.y;
m[2][3] = tmp.z;
}
//-----------------------------------------------------------------------------
// appply translation to this matrix in the output space
//-----------------------------------------------------------------------------
inline void VMatrix::PostTranslate(const Vector &vTrans)
{
m[0][3] += vTrans.x;
m[1][3] += vTrans.y;
m[2][3] += vTrans.z;
}
inline const matrix3x4_t& VMatrix::As3x4() const
{
return *((const matrix3x4_t*)this);
}
inline matrix3x4_t& VMatrix::As3x4()
{
return *((matrix3x4_t*)this);
}
inline void VMatrix::CopyFrom3x4( const matrix3x4_t &m3x4 )
{
memcpy( m, m3x4.Base(), sizeof( matrix3x4_t ) );
m[3][0] = m[3][1] = m[3][2] = 0;
m[3][3] = 1;
}
inline void VMatrix::Set3x4( matrix3x4_t& matrix3x4 ) const
{
memcpy(matrix3x4.Base(), m, sizeof( matrix3x4_t ) );
}
//-----------------------------------------------------------------------------
// Matrix math operations
//-----------------------------------------------------------------------------
inline const VMatrix& VMatrix::operator+=(const VMatrix &other)
{
for(int i=0; i < 4; i++)
{
for(int j=0; j < 4; j++)
{
m[i][j] += other.m[i][j];
}
}
return *this;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline VMatrix VMatrix::operator+(const VMatrix &other) const
{
VMatrix ret;
for(int i=0; i < 16; i++)
{
((float*)ret.m)[i] = ((float*)m)[i] + ((float*)other.m)[i];
}
return ret;
}
inline VMatrix VMatrix::operator-(const VMatrix &other) const
{
VMatrix ret;
for(int i=0; i < 4; i++)
{
for(int j=0; j < 4; j++)
{
ret.m[i][j] = m[i][j] - other.m[i][j];
}
}
return ret;
}
inline VMatrix VMatrix::operator-() const
{
VMatrix ret;
for( int i=0; i < 16; i++ )
{
((float*)ret.m)[i] = ((float*)m)[i];
}
return ret;
}
#endif // VECTOR_NO_SLOW_OPERATIONS
//-----------------------------------------------------------------------------
// Vector transformation
//-----------------------------------------------------------------------------
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::operator*(const Vector &vVec) const
{
Vector vRet;
vRet.x = m[0][0]*vVec.x + m[0][1]*vVec.y + m[0][2]*vVec.z + m[0][3];
vRet.y = m[1][0]*vVec.x + m[1][1]*vVec.y + m[1][2]*vVec.z + m[1][3];
vRet.z = m[2][0]*vVec.x + m[2][1]*vVec.y + m[2][2]*vVec.z + m[2][3];
return vRet;
}
inline Vector VMatrix::VMul4x3(const Vector &vVec) const
{
Vector vResult;
Vector3DMultiplyPosition( *this, vVec, vResult );
return vResult;
}
inline Vector VMatrix::VMul4x3Transpose(const Vector &vVec) const
{
Vector tmp = vVec;
tmp.x -= m[0][3];
tmp.y -= m[1][3];
tmp.z -= m[2][3];
return Vector(
m[0][0]*tmp.x + m[1][0]*tmp.y + m[2][0]*tmp.z,
m[0][1]*tmp.x + m[1][1]*tmp.y + m[2][1]*tmp.z,
m[0][2]*tmp.x + m[1][2]*tmp.y + m[2][2]*tmp.z
);
}
inline Vector VMatrix::VMul3x3(const Vector &vVec) const
{
return Vector(
m[0][0]*vVec.x + m[0][1]*vVec.y + m[0][2]*vVec.z,
m[1][0]*vVec.x + m[1][1]*vVec.y + m[1][2]*vVec.z,
m[2][0]*vVec.x + m[2][1]*vVec.y + m[2][2]*vVec.z
);
}
inline Vector VMatrix::VMul3x3Transpose(const Vector &vVec) const
{
return Vector(
m[0][0]*vVec.x + m[1][0]*vVec.y + m[2][0]*vVec.z,
m[0][1]*vVec.x + m[1][1]*vVec.y + m[2][1]*vVec.z,
m[0][2]*vVec.x + m[1][2]*vVec.y + m[2][2]*vVec.z
);
}
#endif // VECTOR_NO_SLOW_OPERATIONS
inline void VMatrix::V3Mul(const Vector &vIn, Vector &vOut) const
{
vec_t rw;
rw = 1.0f / (m[3][0]*vIn.x + m[3][1]*vIn.y + m[3][2]*vIn.z + m[3][3]);
vOut.x = (m[0][0]*vIn.x + m[0][1]*vIn.y + m[0][2]*vIn.z + m[0][3]) * rw;
vOut.y = (m[1][0]*vIn.x + m[1][1]*vIn.y + m[1][2]*vIn.z + m[1][3]) * rw;
vOut.z = (m[2][0]*vIn.x + m[2][1]*vIn.y + m[2][2]*vIn.z + m[2][3]) * rw;
}
inline void VMatrix::V4Mul(const Vector4D &vIn, Vector4D &vOut) const
{
vOut[0] = m[0][0]*vIn[0] + m[0][1]*vIn[1] + m[0][2]*vIn[2] + m[0][3]*vIn[3];
vOut[1] = m[1][0]*vIn[0] + m[1][1]*vIn[1] + m[1][2]*vIn[2] + m[1][3]*vIn[3];
vOut[2] = m[2][0]*vIn[0] + m[2][1]*vIn[1] + m[2][2]*vIn[2] + m[2][3]*vIn[3];
vOut[3] = m[3][0]*vIn[0] + m[3][1]*vIn[1] + m[3][2]*vIn[2] + m[3][3]*vIn[3];
}
//-----------------------------------------------------------------------------
// Plane transformation
//-----------------------------------------------------------------------------
inline void VMatrix::TransformPlane( const VPlane &inPlane, VPlane &outPlane ) const
{
Vector vTrans;
Vector3DMultiply( *this, inPlane.m_Normal, outPlane.m_Normal );
outPlane.m_Dist = inPlane.m_Dist * DotProduct( outPlane.m_Normal, outPlane.m_Normal );
outPlane.m_Dist += DotProduct( outPlane.m_Normal, GetTranslation( vTrans ) );
}
//-----------------------------------------------------------------------------
// Other random stuff
//-----------------------------------------------------------------------------
inline void VMatrix::Identity()
{
MatrixSetIdentity( *this );
}
inline bool VMatrix::IsIdentity() const
{
return
m[0][0] == 1.0f && m[0][1] == 0.0f && m[0][2] == 0.0f && m[0][3] == 0.0f &&
m[1][0] == 0.0f && m[1][1] == 1.0f && m[1][2] == 0.0f && m[1][3] == 0.0f &&
m[2][0] == 0.0f && m[2][1] == 0.0f && m[2][2] == 1.0f && m[2][3] == 0.0f &&
m[3][0] == 0.0f && m[3][1] == 0.0f && m[3][2] == 0.0f && m[3][3] == 1.0f;
}
#ifndef VECTOR_NO_SLOW_OPERATIONS
inline Vector VMatrix::ApplyRotation(const Vector &vVec) const
{
return VMul3x3(vVec);
}
inline VMatrix VMatrix::operator~() const
{
VMatrix mRet;
InverseGeneral(mRet);
return mRet;
}
#endif
//-----------------------------------------------------------------------------
// Accessors
//-----------------------------------------------------------------------------
inline void MatrixGetColumn( const VMatrix &src, int nCol, Vector *pColumn )
{
Assert( (nCol >= 0) && (nCol <= 3) );
pColumn->x = src[0][nCol];
pColumn->y = src[1][nCol];
pColumn->z = src[2][nCol];
}
inline void MatrixSetColumn( VMatrix &src, int nCol, const Vector &column )
{
Assert( (nCol >= 0) && (nCol <= 3) );
src.m[0][nCol] = column.x;
src.m[1][nCol] = column.y;
src.m[2][nCol] = column.z;
}
inline void MatrixGetRow( const VMatrix &src, int nRow, Vector *pRow )
{
Assert( (nRow >= 0) && (nRow <= 3) );
*pRow = *(Vector*)src[nRow];
}
inline void MatrixSetRow( VMatrix &dst, int nRow, const Vector &row )
{
Assert( (nRow >= 0) && (nRow <= 3) );
*(Vector*)dst[nRow] = row;
}
//-----------------------------------------------------------------------------
// Vector3DMultiplyPosition treats src2 as if it's a point (adds the translation)
//-----------------------------------------------------------------------------
// NJS: src2 is passed in as a full vector rather than a reference to prevent the need
// for 2 branches and a potential copy in the body. (ie, handling the case when the src2
// reference is the same as the dst reference ).
inline void Vector3DMultiplyPosition( const VMatrix& src1, const VectorByValue src2, Vector& dst )
{
dst[0] = src1[0][0] * src2.x + src1[0][1] * src2.y + src1[0][2] * src2.z + src1[0][3];
dst[1] = src1[1][0] * src2.x + src1[1][1] * src2.y + src1[1][2] * src2.z + src1[1][3];
dst[2] = src1[2][0] * src2.x + src1[2][1] * src2.y + src1[2][2] * src2.z + src1[2][3];
}
#if 0
//-----------------------------------------------------------------------------
// Transform a plane that has an axis-aligned normal
//-----------------------------------------------------------------------------
inline void MatrixTransformAxisAlignedPlane( const VMatrix &src, int nDim, float flSign, float flDist, cplane_t &outPlane )
{
// See MatrixTransformPlane in the .cpp file for an explanation of the algorithm.
MatrixGetColumn( src, nDim, &outPlane.normal );
outPlane.normal *= flSign;
outPlane.dist = flDist * DotProduct( outPlane.normal, outPlane.normal );
// NOTE: Writing this out by hand because it doesn't inline (inline depth isn't large enough)
// This should read outPlane.dist += DotProduct( outPlane.normal, src.GetTranslation );
outPlane.dist += outPlane.normal.x * src.m[0][3] + outPlane.normal.y * src.m[1][3] + outPlane.normal.z * src.m[2][3];
}
#endif
//-----------------------------------------------------------------------------
// Matrix equality test
//-----------------------------------------------------------------------------
inline bool MatricesAreEqual( const VMatrix &src1, const VMatrix &src2, float flTolerance )
{
for ( int i = 0; i < 3; ++i )
{
for ( int j = 0; j < 3; ++j )
{
if ( fabs( src1[i][j] - src2[i][j] ) > flTolerance )
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void MatrixBuildOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar );
void MatrixBuildPerspectiveX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar );
void MatrixBuildPerspectiveOffCenterX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right );
inline void MatrixOrtho( VMatrix& dst, double left, double top, double right, double bottom, double zNear, double zFar )
{
VMatrix mat;
MatrixBuildOrtho( mat, left, top, right, bottom, zNear, zFar );
VMatrix temp;
MatrixMultiply( dst, mat, temp );
dst = temp;
}
inline void MatrixPerspectiveX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar )
{
VMatrix mat;
MatrixBuildPerspectiveX( mat, flFovX, flAspect, flZNear, flZFar );
VMatrix temp;
MatrixMultiply( dst, mat, temp );
dst = temp;
}
inline void MatrixPerspectiveOffCenterX( VMatrix& dst, double flFovX, double flAspect, double flZNear, double flZFar, double bottom, double top, double left, double right )
{
VMatrix mat;
MatrixBuildPerspectiveOffCenterX( mat, flFovX, flAspect, flZNear, flZFar, bottom, top, left, right );
VMatrix temp;
MatrixMultiply( dst, mat, temp );
dst = temp;
}
#endif // MATHLITE_H