wraitii
369c2e8801
GUIObjectBase is made a IGUIObject* to avoid including those headers un-necessarily. Subsequent diffs ought to clean up the various of pointers for that with a similar type with reference semantics. Also: - Add standard C and C++ headers (mostly cstring for memcpy, string and vector) where needed. - Swap out some includes for forward declarations - Clean up un-necessary boost includes in precompiled and other headers. - Clean up precompiled headers, including fewer things. - Move ACPI to the windows-specific folder as it's included there only and mostly specific to that platform. Thanks Stan for the testing. Differential Revision: https://code.wildfiregames.com/D3129 This was SVN commit r24352.
97 lines
2.0 KiB
C++
97 lines
2.0 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Provides an interface for a vector in R3 and allows vector and
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* scalar operations on it
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*/
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#include "precompiled.h"
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#include "Vector3D.h"
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#include "MathUtil.h"
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#include "FixedVector3D.h"
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#include <cmath>
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#include <algorithm>
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#include <limits>
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CVector3D::CVector3D(const CFixedVector3D& v) :
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X(v.X.ToFloat()), Y(v.Y.ToFloat()), Z(v.Z.ToFloat())
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{
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}
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// static
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CVector3D CVector3D::Max()
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{
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const float max_float = std::numeric_limits<float>::max();
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return CVector3D(max_float, max_float, max_float);
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}
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// static
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CVector3D CVector3D::Min()
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{
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const float max_float = std::numeric_limits<float>::max();
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return CVector3D(-max_float, -max_float, -max_float);
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}
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int CVector3D::operator ! () const
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{
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if (X != 0.0f ||
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Y != 0.0f ||
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Z != 0.0f)
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return 0;
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return 1;
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}
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float CVector3D::LengthSquared () const
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{
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return ( SQR(X) + SQR(Y) + SQR(Z) );
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}
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float CVector3D::Length () const
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{
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return sqrtf ( LengthSquared() );
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}
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void CVector3D::Normalize ()
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{
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float scale = 1.0f/Length ();
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X *= scale;
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Y *= scale;
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Z *= scale;
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}
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CVector3D CVector3D::Normalized () const
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{
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float scale = 1.0f/Length ();
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return CVector3D(X * scale, Y * scale, Z * scale);
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}
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//-----------------------------------------------------------------------------
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float MaxComponent(const CVector3D& v)
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{
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return std::max({v.X, v.Y, v.Z});
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}
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