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#pragma once
#include "bits.h"
#include "math_pfns.h"
#include <cmath>
#define DEG2RAD(a) (a) * (3.14159265358979323846f / 180.0f)
#define RAD2DEG(a) (a) * (180.0f / 3.14159265358979323846f)
class Vector3
{
public:
float x, y, z;
Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
Vector3(float _f) : x(_f), y(_f), z(_f) {}
Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
inline bool IsValid()
{
return IsFinite(x) && IsFinite(y) && IsFinite(z);
}
inline void Init(float fX = 0.0f, float fY = 0.0f, float fZ = 0.0f)
{
x = fX;
y = fY;
z = fZ;
}
inline float Length()
{
return FastSqrt(x * x + y * y + z * z);
}
inline float DistTo(const Vector3& vOther)
{
Vector3 vDelta;
vDelta.x = vOther.x - x;
vDelta.y = vOther.y - y;
vDelta.z = vOther.z - z;
return vDelta.Length();
}
float Dot(const Vector3& vOther) const
{
return x * vOther.x + y * vOther.y + z * vOther.z;
}
// Cross product between two vectors.
Vector3 Cross(const Vector3& vOther) const;
void Normalize();
bool operator==(const Vector3& v) const;
bool operator!=(const Vector3& v) const;
FORCEINLINE Vector3& operator+=(const Vector3& v);
FORCEINLINE Vector3& operator-=(const Vector3& v);
FORCEINLINE Vector3& operator*=(const Vector3& v);
FORCEINLINE Vector3& operator*=(float s);
FORCEINLINE Vector3& operator/=(const Vector3& v);
FORCEINLINE Vector3& operator/=(float s);
FORCEINLINE Vector3& operator+=(float fl); ///< broadcast add
FORCEINLINE Vector3& operator-=(float fl);
// arithmetic operations
Vector3 operator-(void) const;
Vector3 operator+(const Vector3& v) const;
Vector3 operator-(const Vector3& v) const;
Vector3 operator*(const Vector3& v) const;
Vector3 operator/(const Vector3& v) const;
Vector3 operator*(float fl) const;
Vector3 operator/(float fl) const;
};
FORCEINLINE void VectorAdd(const Vector3& a, const Vector3& b, Vector3& result);
FORCEINLINE void VectorSubtract(const Vector3& a, const Vector3& b, Vector3& result);
FORCEINLINE void VectorMultiply(const Vector3& a, float b, Vector3& result);
FORCEINLINE void VectorMultiply(const Vector3& a, const Vector3& b, Vector3& result);
FORCEINLINE void VectorDivide(const Vector3& a, float b, Vector3& result);
FORCEINLINE void VectorDivide(const Vector3& a, const Vector3& b, Vector3& result);
inline bool Vector3::operator==(const Vector3& src) const
{
return (src.x == x) && (src.y == y) && (src.z == z);
}
inline bool Vector3::operator!=(const Vector3& src) const
{
return (src.x != x) || (src.y != y) || (src.z != z);
}
FORCEINLINE Vector3& Vector3::operator+=(const Vector3& v)
{
x += v.x;
y += v.y;
z += v.z;
return *this;
}
FORCEINLINE Vector3& Vector3::operator-=(const Vector3& v)
{
x -= v.x;
y -= v.y;
z -= v.z;
return *this;
}
FORCEINLINE Vector3& Vector3::operator*=(float fl)
{
x *= fl;
y *= fl;
z *= fl;
return *this;
}
FORCEINLINE Vector3& Vector3::operator*=(const Vector3& v)
{
x *= v.x;
y *= v.y;
z *= v.z;
return *this;
}
// this ought to be an opcode.
FORCEINLINE Vector3& Vector3::operator+=(float fl)
{
x += fl;
y += fl;
z += fl;
return *this;
}
FORCEINLINE Vector3& Vector3::operator-=(float fl)
{
x -= fl;
y -= fl;
z -= fl;
return *this;
}
FORCEINLINE Vector3& Vector3::operator/=(float fl)
{
float oofl = 1.0f / fl;
x *= oofl;
y *= oofl;
z *= oofl;
return *this;
}
FORCEINLINE Vector3& Vector3::operator/=(const Vector3& v)
{
x /= v.x;
y /= v.y;
z /= v.z;
return *this;
}
inline Vector3 Vector3::operator-(void) const
{
return Vector3(-x, -y, -z);
}
inline Vector3 Vector3::operator+(const Vector3& v) const
{
Vector3 res;
VectorAdd(*this, v, res);
return res;
}
inline Vector3 Vector3::operator-(const Vector3& v) const
{
Vector3 res;
VectorSubtract(*this, v, res);
return res;
}
inline Vector3 Vector3::operator*(float fl) const
{
Vector3 res;
VectorMultiply(*this, fl, res);
return res;
}
inline Vector3 Vector3::operator*(const Vector3& v) const
{
Vector3 res;
VectorMultiply(*this, v, res);
return res;
}
inline Vector3 Vector3::operator/(float fl) const
{
Vector3 res;
VectorDivide(*this, fl, res);
return res;
}
inline Vector3 Vector3::operator/(const Vector3& v) const
{
Vector3 res;
VectorDivide(*this, v, res);
return res;
}
inline Vector3 operator*(float fl, const Vector3& v)
{
return v * fl;
}
inline Vector3 Vector3::Cross(const Vector3& vOther) const
{
return Vector3(y * vOther.z - z * vOther.y, z * vOther.x - x * vOther.z, x * vOther.y - y * vOther.x);
}
inline void Vector3::Normalize()
{
float fLen = Length();
x /= fLen;
y /= fLen;
z /= fLen;
}
inline Vector3 StringToVector(char* pString)
{
Vector3 vRet;
int length = 0;
while (pString[length])
{
if ((pString[length] == '<') || (pString[length] == '>'))
pString[length] = '\0';
length++;
}
int startOfFloat = 1;
int currentIndex = 1;
while (pString[currentIndex] && (pString[currentIndex] != ','))
currentIndex++;
pString[currentIndex] = '\0';
vRet.x = std::stof(&pString[startOfFloat]);
startOfFloat = ++currentIndex;
while (pString[currentIndex] && (pString[currentIndex] != ','))
currentIndex++;
pString[currentIndex] = '\0';
vRet.y = std::stof(&pString[startOfFloat]);
startOfFloat = ++currentIndex;
while (pString[currentIndex] && (pString[currentIndex] != ','))
currentIndex++;
pString[currentIndex] = '\0';
vRet.z = std::stof(&pString[startOfFloat]);
startOfFloat = ++currentIndex;
return vRet;
}
FORCEINLINE void VectorAdd(const Vector3& a, const Vector3& b, Vector3& c)
{
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
}
FORCEINLINE void VectorSubtract(const Vector3& a, const Vector3& b, Vector3& c)
{
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
}
FORCEINLINE void VectorMultiply(const Vector3& a, float b, Vector3& c)
{
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;
}
FORCEINLINE void VectorMultiply(const Vector3& a, const Vector3& b, Vector3& c)
{
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
}
FORCEINLINE void VectorDivide(const Vector3& a, float b, Vector3& c)
{
float oob = 1.0f / b;
c.x = a.x * oob;
c.y = a.y * oob;
c.z = a.z * oob;
}
FORCEINLINE void VectorDivide(const Vector3& a, const Vector3& b, Vector3& c)
{
c.x = a.x / b.x;
c.y = a.y / b.y;
c.z = a.z / b.z;
}
class QAngle
{
public:
float x;
float y;
float z;
QAngle(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
QAngle(float _f) : x(_f), y(_f), z(_f) {}
QAngle() : x(0.0f), y(0.0f), z(0.0f) {}
Vector3 GetNormal() const;
// todo: more operators maybe
bool operator==(const QAngle& other)
{
return x == other.x && y == other.y && z == other.z;
}
};
inline Vector3 QAngle::GetNormal() const
{
Vector3 ret(cos(DEG2RAD(y)), sin(DEG2RAD(y)), -sin(DEG2RAD(x)));
return ret;
}
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