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-rw-r--r--src/math/Vector2D.h104
1 files changed, 104 insertions, 0 deletions
diff --git a/src/math/Vector2D.h b/src/math/Vector2D.h
new file mode 100644
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--- /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);
+}