diff options
Diffstat (limited to 'src/math/Vector2D.h')
| -rw-r--r-- | src/math/Vector2D.h | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h new file mode 100644 index 0000000..deabd0b --- /dev/null +++ b/src/math/Vector2D.h @@ -0,0 +1,104 @@ +#pragma once + +class CVector2D +{ +public: + float x, y; + CVector2D(void) {} + CVector2D(float x, float y) : x(x), y(y) {} + CVector2D(const CVector &v) : x(v.x), y(v.y) {} + float Heading(void) const { return Atan2(-x, y); } + float Magnitude(void) const { return Sqrt(x*x + y*y); } + float MagnitudeSqr(void) const { return x*x + y*y; } + + void Normalise(void) { + float sq = MagnitudeSqr(); + if(sq > 0.0f){ + float invsqrt = RecipSqrt(sq); + x *= invsqrt; + y *= invsqrt; + }else + x = 1.0f; + } + + const CVector2D &operator+=(CVector2D const &right) { + x += right.x; + y += right.y; + return *this; + } + + const CVector2D &operator-=(CVector2D const &right) { + x -= right.x; + y -= right.y; + return *this; + } + + const CVector2D &operator*=(float right) { + x *= right; + y *= right; + return *this; + } + + const CVector2D &operator/=(float right) { + x /= right; + y /= right; + return *this; + } + CVector2D operator-(const CVector2D &rhs) const { + return CVector2D(x-rhs.x, y-rhs.y); + } + CVector2D operator+(const CVector2D &rhs) const { + return CVector2D(x+rhs.x, y+rhs.y); + } + CVector2D operator/(float t) const { + return CVector2D(x/t, y/t); + } + CVector2D operator-() const { + return CVector2D(-x, -y); + } +}; + +inline float +DotProduct2D(const CVector2D &v1, const CVector2D &v2) +{ + return v1.x*v2.x + v1.y*v2.y; +} + +inline float +CrossProduct2D(const CVector2D &v1, const CVector2D &v2) +{ + return v1.x*v2.y - v1.y*v2.x; +} + +inline float +Distance2D(const CVector2D &v, float x, float y) +{ + return Sqrt((v.x-x)*(v.x-x) + (v.y-y)*(v.y-y)); +} + +inline float +DistanceSqr2D(const CVector2D &v, float x, float y) +{ + return (v.x-x)*(v.x-x) + (v.y-y)*(v.y-y); +} + +inline void +NormalizeXY(float &x, float &y) +{ + float l = Sqrt(x*x + y*y); + if(l != 0.0f){ + x /= l; + y /= l; + }else + x = 1.0f; +} + +inline CVector2D operator*(const CVector2D &left, float right) +{ + return CVector2D(left.x * right, left.y * right); +} + +inline CVector2D operator*(float left, const CVector2D &right) +{ + return CVector2D(left * right.x, left * right.y); +} |
