Классы векторов

This commit is contained in:
Dmitry Korolev 2014-10-15 10:53:19 +04:00
parent 6e4b03ff86
commit 13b55ee064
3 changed files with 373 additions and 0 deletions

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<ClInclude Include="src\CMonoObject.h" /> <ClInclude Include="src\CMonoObject.h" />
<ClInclude Include="src\CResource.h" /> <ClInclude Include="src\CResource.h" />
<ClInclude Include="src\CResourceManager.h" /> <ClInclude Include="src\CResourceManager.h" />
<ClInclude Include="src\extra\Vector2.h" />
<ClInclude Include="src\extra\Vector3.h" />
<ClInclude Include="src\mta-mono.h" /> <ClInclude Include="src\mta-mono.h" />
<ClInclude Include="src\CFunctions.h" /> <ClInclude Include="src\CFunctions.h" />
<ClInclude Include="src\Common.h" /> <ClInclude Include="src\Common.h" />

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/*****************************************************************************
*
* PROJECT: Multi Theft Auto v1.0
* LICENSE: See LICENSE in the top level directory
* FILE: sdk/CVector2D.h
* PURPOSE: 2D vector class
*
* Multi Theft Auto is available from http://www.multitheftauto.com/
*
*****************************************************************************/
#ifndef __CVector2D_H
#define __CVector2D_H
#include <cmath>
#include "Vector3.h"
/**
* CVector2D Structure used to store a 2D vertex.
*/
class Vector2
{
public:
Vector2 ( void )
{
fX = 0;
fY = 0;
}
Vector2 ( float _fX, float _fY )
{
fX = _fX;
fY = _fY;
}
float DotProduct ( Vector2& other ) const
{
return fX*other.fX + fY*other.fY;
}
float Length () const
{
return sqrt ( fX * fX + fY * fY );
}
float LengthSquared ( void ) const
{
return (fX*fX) + (fY*fY);
}
void Normalize ( void )
{
float fLength = Length ();
if ( fLength > 0.0f )
{
fX /= fLength;
fY /= fLength;
}
}
Vector2 operator * ( float fRight ) const
{
return Vector2 ( fX * fRight, fY * fRight );
}
Vector2 operator / ( float fRight ) const
{
float fRcpValue = 1 / fRight;
return Vector2 ( fX * fRcpValue, fY * fRcpValue );
}
Vector2 operator + ( const Vector2& vecRight ) const
{
return Vector2 ( fX + vecRight.fX, fY + vecRight.fY );
}
Vector2 operator - ( const Vector2& vecRight ) const
{
return Vector2 ( fX - vecRight.fX, fY - vecRight.fY );
}
Vector2 operator * ( const Vector2& vecRight ) const
{
return Vector2 ( fX * vecRight.fX, fY * vecRight.fY );
}
Vector2 operator / ( const Vector2& vecRight ) const
{
return Vector2 ( fX / vecRight.fX, fY / vecRight.fY );
}
void operator += ( float fRight )
{
fX += fRight;
fY += fRight;
}
void operator += ( const Vector2& vecRight )
{
fX += vecRight.fX;
fY += vecRight.fY;
}
void operator -= ( float fRight )
{
fX -= fRight;
fY -= fRight;
}
void operator -= ( const Vector2& vecRight )
{
fX -= vecRight.fX;
fY -= vecRight.fY;
}
void operator *= ( float fRight )
{
fX *= fRight;
fY *= fRight;
}
void operator *= ( const Vector2& vecRight )
{
fX *= vecRight.fX;
fY *= vecRight.fY;
}
void operator /= ( float fRight )
{
fX /= fRight;
fY /= fRight;
}
void operator /= ( const Vector2& vecRight )
{
fX /= vecRight.fX;
fY /= vecRight.fY;
}
bool operator== ( const Vector2& param ) const
{
return ( ( fabs ( fX - param.fX ) < FLOAT_EPSILON ) &&
( fabs ( fY - param.fY ) < FLOAT_EPSILON ) );
}
bool operator!= ( const Vector2& param ) const
{
return ( ( fabs ( fX - param.fX ) >= FLOAT_EPSILON ) ||
( fabs ( fY - param.fY ) >= FLOAT_EPSILON ) );
}
float fX;
float fY;
};
#endif

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/*****************************************************************************
*
* PROJECT: Multi Theft Auto v1.0
* LICENSE: See LICENSE in the top level directory
* FILE: sdk/CVector.h
* PURPOSE: 3D vector math implementation
*
* Multi Theft Auto is available from http://www.multitheftauto.com/
*
*****************************************************************************/
#ifndef __CVector_H
#define __CVector_H
#ifdef WIN32
#include <windows.h>
#endif
#include <math.h>
#define FLOAT_EPSILON 0.0001f
#define PI (3.14159265358979323846f)
/**
* CVector Structure used to store a 3D vertex.
*/
class Vector3
{
public:
float fX, fY, fZ;
Vector3 ()
{
this->fX = 0;
this->fY = 0;
this->fZ = 0;
};
Vector3 ( float fX, float fY, float fZ)
{
this->fX = fX;
this->fY = fY;
this->fZ = fZ;
}
float Normalize ( void )
{
float t = sqrt(fX*fX + fY*fY + fZ*fZ);
if ( t > FLOAT_EPSILON )
{
float fRcpt = 1 / t;
fX *= fRcpt;
fY *= fRcpt;
fZ *= fRcpt;
}
else
t = 0;
return t;
}
float Length ( void ) const
{
return sqrt ( (fX*fX) + (fY*fY) + (fZ*fZ) );
}
float LengthSquared ( void ) const
{
return (fX*fX) + (fY*fY) + (fZ*fZ);
}
float DotProduct ( const Vector3 * param ) const
{
return fX*param->fX + fY*param->fY + fZ*param->fZ;
}
void CrossProduct ( const Vector3 * param )
{
float _fX = fX, _fY = fY, _fZ = fZ;
fX = _fY * param->fZ - param->fY * _fZ;
fY = _fZ * param->fX - param->fZ * _fX;
fZ = _fX * param->fY - param->fX * _fY;
}
// Convert (direction) to rotation
Vector3 ToRotation ( void ) const
{
Vector3 vecRotation;
vecRotation.fZ = atan2 ( fY, fX );
Vector3 vecTemp ( sqrt ( fX * fX + fY * fY ), fZ, 0 );
vecTemp.Normalize ();
vecRotation.fY = atan2 ( vecTemp.fX, vecTemp.fY ) - PI / 2;
return vecRotation;
}
// Return a perpendicular direction
Vector3 GetOtherAxis ( void ) const
{
Vector3 vecResult;
if ( abs( fX ) > abs( fY ) )
vecResult = Vector3( fZ, 0, -fX );
else
vecResult = Vector3( 0, -fZ, fY );
vecResult.Normalize();
return vecResult;
}
Vector3 operator + ( const Vector3& vecRight ) const
{
return Vector3 ( fX + vecRight.fX, fY + vecRight.fY, fZ + vecRight.fZ );
}
Vector3 operator - ( const Vector3& vecRight ) const
{
return Vector3 ( fX - vecRight.fX, fY - vecRight.fY, fZ - vecRight.fZ );
}
Vector3 operator * ( const Vector3& vecRight ) const
{
return Vector3 ( fX * vecRight.fX, fY * vecRight.fY, fZ * vecRight.fZ );
}
Vector3 operator * ( float fRight ) const
{
return Vector3 ( fX * fRight, fY * fRight, fZ * fRight );
}
Vector3 operator / ( const Vector3& vecRight ) const
{
return Vector3 ( fX / vecRight.fX, fY / vecRight.fY, fZ / vecRight.fZ );
}
Vector3 operator / ( float fRight ) const
{
float fRcpValue = 1 / fRight;
return Vector3 ( fX * fRcpValue, fY * fRcpValue, fZ * fRcpValue );
}
Vector3 operator - () const
{
return Vector3 ( -fX, -fY, -fZ );
}
void operator += ( float fRight )
{
fX += fRight;
fY += fRight;
fZ += fRight;
}
void operator += ( const Vector3& vecRight )
{
fX += vecRight.fX;
fY += vecRight.fY;
fZ += vecRight.fZ;
}
void operator -= ( float fRight )
{
fX -= fRight;
fY -= fRight;
fZ -= fRight;
}
void operator -= ( const Vector3& vecRight )
{
fX -= vecRight.fX;
fY -= vecRight.fY;
fZ -= vecRight.fZ;
}
void operator *= ( float fRight )
{
fX *= fRight;
fY *= fRight;
fZ *= fRight;
}
void operator *= ( const Vector3& vecRight )
{
fX *= vecRight.fX;
fY *= vecRight.fY;
fZ *= vecRight.fZ;
}
void operator /= ( float fRight )
{
float fRcpValue = 1 / fRight;
fX *= fRcpValue;
fY *= fRcpValue;
fZ *= fRcpValue;
}
void operator /= ( const Vector3& vecRight )
{
fX /= vecRight.fX;
fY /= vecRight.fY;
fZ /= vecRight.fZ;
}
bool operator== ( const Vector3& param ) const
{
return ( ( fabs ( fX - param.fX ) < FLOAT_EPSILON ) &&
( fabs ( fY - param.fY ) < FLOAT_EPSILON ) &&
( fabs ( fZ - param.fZ ) < FLOAT_EPSILON ) );
}
bool operator!= ( const Vector3& param ) const
{
return ( ( fabs ( fX - param.fX ) >= FLOAT_EPSILON ) ||
( fabs ( fY - param.fY ) >= FLOAT_EPSILON ) ||
( fabs ( fZ - param.fZ ) >= FLOAT_EPSILON ) );
}
};
#endif