//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef NVECTOR_H #define NVECTOR_H #ifdef _WIN32 #pragma once #endif #include <math.h> #define NVectorN NVector<N> #define NVector3 NVector<3> // N-dimensional vector. template<int N> class NVector { public: NVectorN() {} float& operator[]( int i ); float const& operator[]( int i ) const; float Dot( NVectorN const &b ) const; NVectorN Cross( NVectorN const &b ) const; NVectorN Normalize() const; float Length() const; NVectorN operator-() const; NVectorN operator+( NVectorN const &b ) const; NVectorN const &operator+=( NVectorN const &b ); NVectorN operator-( NVectorN const &b ) const; NVectorN operator*( float val ) const; // Static helpers. public: static NVectorN SetupNVectorNull(); // Returns a vector of all zeros. public: float v[N]; }; template<int N> inline float NDot( NVector<N> const &a, NVector<N> const &b ) { float ret = 0; for( int i=0; i < N; i++ ) ret += a.v[i] * b.v[i]; return ret; } template<int N> Vector& ToVec( NVector<N> &vec ) {assert( N >= 3 ); return *((Vector*)&vec);} template<int N> Vector const& ToVec( NVector<N> const &vec ){assert( N >= 3 ); return *((Vector const*)&vec);} NVector<3>& ToNVec( Vector &vec ) {return *((NVector<3>*)&vec);} NVector<3> const& ToNVec( Vector const &vec ) {return *((NVector<3> const*)&vec);} // ------------------------------------------------------------------------------------ // // NVector inlines. // ------------------------------------------------------------------------------------ // template<int N> NVectorN NVectorN::SetupNVectorNull() { NVector<N> ret; memset( ret.v, 0, sizeof(float)*N ); return ret; } template<int N> float& NVectorN::operator[]( int i ) { assert( i >= 0 && i < N ); return v[i]; } template<int N> float const& NVectorN::operator[]( int i ) const { assert( i >= 0 && i < N ); return v[i]; } template<int N> float NVectorN::Dot( NVectorN const &b ) const { float ret = 0; for( int i=0; i < N; i++ ) ret += v[i]*b.v[i]; return ret; } template<int N> NVectorN NVectorN::Cross( NVectorN const &b ) const { NVector<N> ret; NMatrix<N-1> mat; for( int i=0; i < N; i++ ) { for( y=0; y < N; y++ ) for( x=0; x < N; x++ ) mat.m[y][x] = ret.v[i] = v[i]*b.v[i]; } return ret; } template<int N> NVectorN NVectorN::Normalize() const { return *this * (1.0f / Length()); } template<int N> float NVectorN::Length() const { return (float)sqrt( Dot(*this) ); } template<int N> NVectorN NVectorN::operator-() const { NVectorN ret; for( int i=0; i < N; i++ ) ret.v[i] = -v[i]; return ret; } template<int N> NVectorN NVectorN::operator+( NVectorN const &b ) const { NVectorN ret; for( int i=0; i < N; i++ ) ret.v[i] = v[i]+b.v[i]; return ret; } template<int N> NVectorN const &NVectorN::operator+=( NVectorN const &b ) { for( int i=0; i < N; i++ ) v[i] += b.v[i]; return *this; } template<int N> NVectorN NVectorN::operator-( NVectorN const &b ) const { NVectorN ret; for( int i=0; i < N; i++ ) ret.v[i] = v[i]-b.v[i]; return ret; } template<int N> NVectorN NVectorN::operator*( float val ) const { NVectorN ret; for( int i=0; i < N; i++ ) ret.v[i] = v[i] * val; return ret; } #endif // NVECTOR_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |