mirror of
https://github.com/ChronosX88/mta-mono.git
synced 2024-11-22 10:12:20 +00:00
Исходный код и шапка отделено
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102
mta-mono/src/CResourceManager.cpp
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102
mta-mono/src/CResourceManager.cpp
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@ -0,0 +1,102 @@
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/*********************************************************
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*
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* Copyright © 2013, Innovation Roleplay Engine.
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*
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* All Rights Reserved.
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*
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* Redistribution and use in source and binary forms,
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* with or without modification,
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* is permitted only for authors.
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*
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*********************************************************/
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#include "CResourceManager.h"
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CResourceManager::CResourceManager( void )
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{
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mono_set_dirs( "mods/deathmatch/mono/lib", "mods/deathmatch/mono/etc" );
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this->m_pMonoDomain = mono_jit_init_version( "Mono Root", "v4.0.30319" );
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CMonoFunctions::AddInternals();
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}
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CResourceManager::~CResourceManager( void )
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{
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for( auto iter : this->m_List )
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{
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delete iter;
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}
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mono_jit_cleanup( this->m_pMonoDomain );
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}
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CResource* CResourceManager::Create( lua_State* luaVM, string strName )
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{
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if( !this->GetFromList( luaVM ) )
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{
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string sPath( "mods/deathmatch/resources/[ire]/" + strName + "/" + strName + ".dll" );
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struct stat buf;
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if( stat( sPath.c_str(), &buf ) == -1 )
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{
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return nullptr;
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}
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CResource *pResource = new CResource( luaVM, strName );
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this->AddToList( pResource );
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return pResource;
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}
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return nullptr;
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}
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void CResourceManager::AddToList( CResource* pResource )
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{
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this->m_List.push_back( pResource );
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}
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CResource* CResourceManager::GetFromList( lua_State* pLuaVM )
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{
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for( auto iter : this->m_List )
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{
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if( iter->m_pLuaVM == pLuaVM )
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{
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return iter;
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}
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}
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return nullptr;
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}
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CResource* CResourceManager::GetFromList( MonoDomain* pDomain )
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{
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for( auto iter : this->m_List )
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{
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if( iter->m_pMonoDomain == pDomain )
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{
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return iter;
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}
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}
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return nullptr;
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}
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void CResourceManager::RemoveFromList( CResource* pResource )
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{
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if( !this->m_List.empty() )
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{
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this->m_List.remove( pResource );
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}
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}
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void CResourceManager::DoPulse( void )
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{
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for( auto iter : this->m_List )
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{
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iter->DoPulse();
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}
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}
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@ -1,137 +1,40 @@
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/*********************************************************
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*
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* Copyright © 2013, Innovation Roleplay Engine.
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*
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* All Rights Reserved.
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*
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* Redistribution and use in source and binary forms,
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* with or without modification,
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* is permitted only for authors.
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*
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*********************************************************/
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/*********************************************************
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*
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* Copyright © 2013, Innovation Roleplay Engine.
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*
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* All Rights Reserved.
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*
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* Redistribution and use in source and binary forms,
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* with or without modification,
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* is permitted only for authors.
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*
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*********************************************************/
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class CResourceManager;
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#ifndef __CRESOURCEMANAGER_H
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#define __CRESOURCEMANAGER_H
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#include "CMonoFunctions.h"
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#include "CMonoFunctions.h"
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extern ILuaModuleManager10 *g_pModuleManager;
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class CResourceManager
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{
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private:
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std::list< CResource* > m_List;
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list< CResource* > m_List;
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MonoDomain *m_pMonoDomain;
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MonoDomain *m_pMonoDomain;
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public:
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CResourceManager( void )
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{
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// #ifdef _WIN32
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mono_set_dirs( "mods/deathmatch/mono/lib", "mods/deathmatch/mono/etc" );
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// #endif
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CResourceManager ( void );
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~CResourceManager ( void );
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// mono_config_parse( NULL );
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// mono_debug_init( MONO_DEBUG_FORMAT_MONO );
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this->m_pMonoDomain = mono_jit_init_version( "Mono Root", "v4.0.30319" );
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CMonoFunctions::AddInternals();
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}
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~CResourceManager( void )
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{
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std::list< CResource* >::const_iterator iter = this->m_List.begin();
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for( ; iter != this->m_List.end(); iter++ )
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{
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delete *iter;
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}
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mono_jit_cleanup( this->m_pMonoDomain );
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}
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CResource* Create( lua_State* luaVM )
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{
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if( !this->GetFromList( luaVM ) )
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{
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string sName = "";
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g_pModuleManager->GetResourceName( luaVM, sName );
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string sPath( "mods/deathmatch/resources/[ire]/" + sName + "/" + sName + ".dll" );
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struct stat buf;
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if( stat( sPath.c_str(), &buf ) == -1 )
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{
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return NULL;
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}
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CResource *pResource = new CResource( luaVM, sName );
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this->AddToList( pResource );
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return pResource;
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}
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return NULL;
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}
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void AddToList( CResource* pResource )
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{
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this->m_List.push_back( pResource );
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}
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CResource* GetFromList( lua_State* pLuaVM )
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{
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std::list< CResource* >::const_iterator iter = this->m_List.begin();
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for( ; iter != this->m_List.end(); iter++ )
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{
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if( (*iter)->m_pLuaVM == pLuaVM )
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{
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return *iter;
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}
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}
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return NULL;
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}
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CResource* GetFromList( MonoDomain* pDomain )
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{
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std::list< CResource* >::const_iterator iter = this->m_List.begin();
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for( ; iter != this->m_List.end(); iter++ )
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{
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if( (*iter)->m_pMonoDomain == pDomain )
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{
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return *iter;
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}
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}
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return NULL;
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}
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void RemoveFromList( CResource* pResource )
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{
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if( !this->m_List.empty() )
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{
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this->m_List.remove( pResource );
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}
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}
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void DoPulse( void )
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{
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std::list< CResource* >::const_iterator iter = this->m_List.begin();
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for( ; iter != this->m_List.end(); iter++ )
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{
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(*iter)->DoPulse();
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}
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}
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CResource* Create ( lua_State* luaVM, string strName );
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void AddToList ( CResource* pResource );
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CResource* GetFromList ( lua_State* pLuaVM );
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CResource* GetFromList ( MonoDomain* pDomain );
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void RemoveFromList ( CResource* pResource );
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void DoPulse ( void );
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};
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#endif
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134
mta-mono/src/extra/Vector2.cpp
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134
mta-mono/src/extra/Vector2.cpp
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@ -0,0 +1,134 @@
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#include "Vector2.h"
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Vector2::Vector2( void )
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{
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fX = 0;
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fY = 0;
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}
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Vector2::Vector2( float _fX, float _fY )
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{
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fX = _fX;
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fY = _fY;
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}
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Vector2::Vector2( MonoObject* pObject )
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{
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this->fX = CMonoObject::GetPropertyValue< float >( pObject, "X" );
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this->fY = CMonoObject::GetPropertyValue< float >( pObject, "Y" );
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}
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float Vector2::DotProduct( Vector2& other ) const
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{
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return fX*other.fX + fY*other.fY;
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}
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float Vector2::Length() const
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{
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return sqrt( fX * fX + fY * fY );
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}
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float Vector2::LengthSquared( void ) const
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{
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return ( fX*fX ) + ( fY*fY );
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}
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void Vector2::Normalize( void )
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{
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float fLength = Length();
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if( fLength > 0.0f )
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{
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fX /= fLength;
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fY /= fLength;
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}
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}
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Vector2 Vector2::operator * ( float fRight ) const
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{
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return Vector2( fX * fRight, fY * fRight );
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}
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Vector2 Vector2::operator / ( float fRight ) const
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{
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float fRcpValue = 1 / fRight;
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return Vector2( fX * fRcpValue, fY * fRcpValue );
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}
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Vector2 Vector2::operator + ( const Vector2& vecRight ) const
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{
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return Vector2( fX + vecRight.fX, fY + vecRight.fY );
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}
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Vector2 Vector2::operator - ( const Vector2& vecRight ) const
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{
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return Vector2( fX - vecRight.fX, fY - vecRight.fY );
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}
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Vector2 Vector2::operator * ( const Vector2& vecRight ) const
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{
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return Vector2( fX * vecRight.fX, fY * vecRight.fY );
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}
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Vector2 Vector2::operator / ( const Vector2& vecRight ) const
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{
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return Vector2( fX / vecRight.fX, fY / vecRight.fY );
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}
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void Vector2::operator += ( float fRight )
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{
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fX += fRight;
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fY += fRight;
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}
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void Vector2::operator += ( const Vector2& vecRight )
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{
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fX += vecRight.fX;
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fY += vecRight.fY;
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}
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void Vector2::operator -= ( float fRight )
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{
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fX -= fRight;
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fY -= fRight;
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}
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void Vector2::operator -= ( const Vector2& vecRight )
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{
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fX -= vecRight.fX;
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fY -= vecRight.fY;
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}
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void Vector2::operator *= ( float fRight )
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{
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fX *= fRight;
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fY *= fRight;
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}
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void Vector2::operator *= ( const Vector2& vecRight )
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{
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fX *= vecRight.fX;
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fY *= vecRight.fY;
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}
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void Vector2::operator /= ( float fRight )
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{
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fX /= fRight;
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fY /= fRight;
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}
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void Vector2::operator /= ( const Vector2& vecRight )
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{
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fX /= vecRight.fX;
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fY /= vecRight.fY;
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}
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bool Vector2::operator == ( const Vector2& param ) const
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{
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return ( ( fabs( fX - param.fX ) < FLOAT_EPSILON ) && ( fabs( fY - param.fY ) < FLOAT_EPSILON ) );
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||||
}
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||||
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||||
bool Vector2::operator != ( const Vector2& param ) const
|
||||
{
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||||
return ( ( fabs( fX - param.fX ) >= FLOAT_EPSILON ) || ( fabs( fY - param.fY ) >= FLOAT_EPSILON ) );
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}
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@ -1,157 +1,57 @@
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/*****************************************************************************
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*
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* PROJECT: Multi Theft Auto v1.0
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* LICENSE: See LICENSE in the top level directory
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* FILE: sdk/CVector2D.h
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* PURPOSE: 2D vector class
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*
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* Multi Theft Auto is available from http://www.multitheftauto.com/
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||||
*
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||||
*****************************************************************************/
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||||
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#ifndef __CVector2D_H
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#define __CVector2D_H
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||||
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||||
#include <cmath>
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#include "Vector3.h"
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||||
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/**
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* CVector2D Structure used to store a 2D vertex.
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||||
*/
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class Vector2
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{
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public:
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Vector2 ( void )
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{
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||||
fX = 0;
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||||
fY = 0;
|
||||
}
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||||
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||||
Vector2 ( float _fX, float _fY )
|
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{
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||||
fX = _fX;
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||||
fY = _fY;
|
||||
}
|
||||
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||||
float DotProduct ( Vector2& other ) const
|
||||
{
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||||
return fX*other.fX + fY*other.fY;
|
||||
}
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||||
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||||
float Length () const
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||||
{
|
||||
return sqrt ( fX * fX + fY * fY );
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||||
}
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||||
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||||
float LengthSquared ( void ) const
|
||||
{
|
||||
return (fX*fX) + (fY*fY);
|
||||
}
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||||
|
||||
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
|
||||
/*****************************************************************************
|
||||
*
|
||||
* 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"
|
||||
#include "../CMonoObject.h"
|
||||
|
||||
/**
|
||||
* CVector2D Structure used to store a 2D vertex.
|
||||
*/
|
||||
class Vector2
|
||||
{
|
||||
public:
|
||||
float fX;
|
||||
float fY;
|
||||
|
||||
Vector2( void );
|
||||
Vector2( float _fX, float _fY );
|
||||
Vector2( MonoObject* pObject );
|
||||
|
||||
float DotProduct ( Vector2& other ) const;
|
||||
float Length ( void ) const;
|
||||
float LengthSquared ( void ) const;
|
||||
void Normalize ( void );
|
||||
|
||||
Vector2 operator * ( float fRight ) const;
|
||||
Vector2 operator / ( float fRight ) const;
|
||||
Vector2 operator + ( const Vector2& vecRight ) const;
|
||||
Vector2 operator - ( const Vector2& vecRight ) const;
|
||||
Vector2 operator * ( const Vector2& vecRight ) const;
|
||||
Vector2 operator / ( const Vector2& vecRight ) const;
|
||||
|
||||
void operator += ( float fRight );
|
||||
void operator += ( const Vector2& vecRight );
|
||||
void operator -= ( float fRight );
|
||||
void operator -= ( const Vector2& vecRight );
|
||||
void operator *= ( float fRight );
|
||||
void operator *= ( const Vector2& vecRight );
|
||||
void operator /= ( float fRight );
|
||||
void operator /= ( const Vector2& vecRight );
|
||||
bool operator == ( const Vector2& param ) const;
|
||||
bool operator != ( const Vector2& param ) const;
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
203
mta-mono/src/extra/Vector3.cpp
Normal file
203
mta-mono/src/extra/Vector3.cpp
Normal file
@ -0,0 +1,203 @@
|
||||
#include "Vector3.h"
|
||||
|
||||
Vector3::Vector3( void )
|
||||
{
|
||||
this->fX = 0;
|
||||
this->fY = 0;
|
||||
this->fZ = 0;
|
||||
};
|
||||
|
||||
Vector3::Vector3( float fX, float fY, float fZ )
|
||||
{
|
||||
this->fX = fX;
|
||||
this->fY = fY;
|
||||
this->fZ = fZ;
|
||||
}
|
||||
|
||||
Vector3::Vector3( MonoObject *pObject )
|
||||
{
|
||||
this->fX = CMonoObject::GetPropertyValue< float >( pObject, "X" );
|
||||
this->fY = CMonoObject::GetPropertyValue< float >( pObject, "Y" );
|
||||
this->fZ = CMonoObject::GetPropertyValue< float >( pObject, "Z" );
|
||||
}
|
||||
|
||||
float Vector3::Normalize( void )
|
||||
{
|
||||
float t = sqrt( this->fX * this->fX + this->fY * this->fY + this->fZ * this->fZ );
|
||||
|
||||
if( t > FLOAT_EPSILON )
|
||||
{
|
||||
float fRcpt = 1 / t;
|
||||
|
||||
this->fX *= fRcpt;
|
||||
this->fY *= fRcpt;
|
||||
this->fZ *= fRcpt;
|
||||
}
|
||||
else
|
||||
{
|
||||
t = 0;
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
float Vector3::Length( void ) const
|
||||
{
|
||||
return sqrt( ( fX*fX ) + ( fY*fY ) + ( fZ*fZ ) );
|
||||
}
|
||||
|
||||
float Vector3::LengthSquared( void ) const
|
||||
{
|
||||
return ( fX*fX ) + ( fY*fY ) + ( fZ*fZ );
|
||||
}
|
||||
|
||||
float Vector3::DotProduct( const Vector3 * param ) const
|
||||
{
|
||||
return fX*param->fX + fY*param->fY + fZ*param->fZ;
|
||||
}
|
||||
|
||||
void Vector3::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;
|
||||
}
|
||||
|
||||
Vector3 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;
|
||||
}
|
||||
|
||||
Vector3 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 Vector3::operator + ( const Vector3& vecRight ) const
|
||||
{
|
||||
return Vector3( fX + vecRight.fX, fY + vecRight.fY, fZ + vecRight.fZ );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator - ( const Vector3& vecRight ) const
|
||||
{
|
||||
return Vector3( fX - vecRight.fX, fY - vecRight.fY, fZ - vecRight.fZ );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator * ( const Vector3& vecRight ) const
|
||||
{
|
||||
return Vector3( fX * vecRight.fX, fY * vecRight.fY, fZ * vecRight.fZ );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator * ( float fRight ) const
|
||||
{
|
||||
return Vector3( fX * fRight, fY * fRight, fZ * fRight );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator / ( const Vector3& vecRight ) const
|
||||
{
|
||||
return Vector3( fX / vecRight.fX, fY / vecRight.fY, fZ / vecRight.fZ );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator / ( float fRight ) const
|
||||
{
|
||||
float fRcpValue = 1 / fRight;
|
||||
|
||||
return Vector3( fX * fRcpValue, fY * fRcpValue, fZ * fRcpValue );
|
||||
}
|
||||
|
||||
Vector3 Vector3::operator - ( ) const
|
||||
{
|
||||
return Vector3( -fX, -fY, -fZ );
|
||||
}
|
||||
|
||||
void Vector3::operator += ( float fRight )
|
||||
{
|
||||
fX += fRight;
|
||||
fY += fRight;
|
||||
fZ += fRight;
|
||||
}
|
||||
|
||||
void Vector3::operator += ( const Vector3& vecRight )
|
||||
{
|
||||
fX += vecRight.fX;
|
||||
fY += vecRight.fY;
|
||||
fZ += vecRight.fZ;
|
||||
}
|
||||
|
||||
void Vector3::operator -= ( float fRight )
|
||||
{
|
||||
fX -= fRight;
|
||||
fY -= fRight;
|
||||
fZ -= fRight;
|
||||
}
|
||||
|
||||
void Vector3::operator -= ( const Vector3& vecRight )
|
||||
{
|
||||
fX -= vecRight.fX;
|
||||
fY -= vecRight.fY;
|
||||
fZ -= vecRight.fZ;
|
||||
}
|
||||
|
||||
void Vector3::operator *= ( float fRight )
|
||||
{
|
||||
fX *= fRight;
|
||||
fY *= fRight;
|
||||
fZ *= fRight;
|
||||
}
|
||||
|
||||
void Vector3::operator *= ( const Vector3& vecRight )
|
||||
{
|
||||
fX *= vecRight.fX;
|
||||
fY *= vecRight.fY;
|
||||
fZ *= vecRight.fZ;
|
||||
}
|
||||
|
||||
void Vector3::operator /= ( float fRight )
|
||||
{
|
||||
float fRcpValue = 1 / fRight;
|
||||
fX *= fRcpValue;
|
||||
fY *= fRcpValue;
|
||||
fZ *= fRcpValue;
|
||||
}
|
||||
|
||||
void Vector3::operator /= ( const Vector3& vecRight )
|
||||
{
|
||||
fX /= vecRight.fX;
|
||||
fY /= vecRight.fY;
|
||||
fZ /= vecRight.fZ;
|
||||
}
|
||||
|
||||
bool Vector3::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 Vector3::operator!= ( const Vector3& param ) const
|
||||
{
|
||||
return ( ( fabs( fX - param.fX ) >= FLOAT_EPSILON ) || ( fabs( fY - param.fY ) >= FLOAT_EPSILON ) || ( fabs( fZ - param.fZ ) >= FLOAT_EPSILON ) );
|
||||
}
|
@ -1,214 +1,72 @@
|
||||
/*****************************************************************************
|
||||
*
|
||||
* 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
|
||||
/*****************************************************************************
|
||||
*
|
||||
* 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>
|
||||
#include "../CMonoObject.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 ( void );
|
||||
Vector3 ( float fX, float fY, float fZ );
|
||||
Vector3 ( MonoObject *pObject );
|
||||
|
||||
float Normalize ( void );
|
||||
float Length ( void ) const;
|
||||
float LengthSquared ( void ) const;
|
||||
float DotProduct ( const Vector3 * param ) const;
|
||||
void CrossProduct ( const Vector3 * param );
|
||||
|
||||
// Convert (direction) to rotation
|
||||
Vector3 ToRotation ( void ) const;
|
||||
|
||||
// Return a perpendicular direction
|
||||
Vector3 GetOtherAxis ( void ) const;
|
||||
|
||||
Vector3 operator + ( const Vector3& vecRight ) const;
|
||||
Vector3 operator - ( const Vector3& vecRight ) const;
|
||||
Vector3 operator * ( const Vector3& vecRight ) const;
|
||||
Vector3 operator * ( float fRight ) const;
|
||||
Vector3 operator / ( const Vector3& vecRight ) const;
|
||||
Vector3 operator / ( float fRight ) const;
|
||||
Vector3 operator - () const;
|
||||
|
||||
void operator += ( float fRight );
|
||||
void operator += ( const Vector3& vecRight );
|
||||
|
||||
void operator -= ( float fRight );
|
||||
void operator -= ( const Vector3& vecRight );
|
||||
|
||||
void operator *= ( float fRight );
|
||||
void operator *= ( const Vector3& vecRight );
|
||||
|
||||
void operator /= ( float fRight );
|
||||
void operator /= ( const Vector3& vecRight );
|
||||
|
||||
bool operator == ( const Vector3& param ) const;
|
||||
bool operator != ( const Vector3& param ) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user