0ad/source/maths/Vector2D.h

184 lines
3.5 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_VECTOR2D
#define INCLUDED_VECTOR2D
#include "ps/containers/Span.h"
#include <math.h>
class CSize2D;
/*
* Provides an interface for a vector in R2 and allows vector and
* scalar operations on it.
*/
class CVector2D
{
public:
CVector2D() : X(0.0f), Y(0.0f) {}
CVector2D(float x, float y) : X(x), Y(y) {}
CVector2D(const CSize2D& size);
operator float*()
{
return &X;
}
operator const float*() const
{
return &X;
}
bool operator==(const CVector2D& v) const;
bool operator!=(const CVector2D& v) const;
CVector2D operator-() const
{
return CVector2D(-X, -Y);
}
CVector2D operator+(const CVector2D& t) const
{
return CVector2D(X + t.X, Y + t.Y);
}
CVector2D operator-(const CVector2D& t) const
{
return CVector2D(X - t.X, Y - t.Y);
}
CVector2D operator*(float f) const
{
return CVector2D(X * f, Y * f);
}
CVector2D operator/(float f) const
{
float inv = 1.0f / f;
return CVector2D(X * inv, Y * inv);
}
CVector2D& operator+=(const CVector2D& t)
{
X += t.X;
Y += t.Y;
return *this;
}
CVector2D& operator-=(const CVector2D& t)
{
X -= t.X;
Y -= t.Y;
return *this;
}
CVector2D& operator*=(float f)
{
X *= f;
Y *= f;
return *this;
}
CVector2D& operator/=(float f)
{
float invf = 1.0f / f;
X *= invf;
Y *= invf;
return *this;
}
float Dot(const CVector2D& a) const
{
return X * a.X + Y * a.Y;
}
float LengthSquared() const
{
return Dot(*this);
}
float Length() const
{
return (float)sqrt(LengthSquared());
}
void Normalize()
{
float mag = Length();
X /= mag;
Y /= mag;
}
CVector2D Normalized() const
{
float mag = Length();
return CVector2D(X / mag, Y / mag);
}
/**
* Returns a version of this vector rotated counterclockwise by @p angle radians.
*/
CVector2D Rotated(float angle) const
{
float c = cosf(angle);
float s = sinf(angle);
return CVector2D(
c*X - s*Y,
s*X + c*Y
);
}
/**
* Rotates this vector counterclockwise by @p angle radians.
*/
void Rotate(float angle)
{
float c = cosf(angle);
float s = sinf(angle);
float newX = c*X - s*Y;
float newY = s*X + c*Y;
X = newX;
Y = newY;
}
CVector2D operator+(const CSize2D& size) const;
CVector2D operator-(const CSize2D& size) const;
void operator+=(const CSize2D& size);
void operator-=(const CSize2D& size);
// Returns 2 element array of floats, e.g. for vec2 uniforms.
PS::span<const float> AsFloatArray() const
{
// Additional check to prevent a weird compiler having a different
// alignement for an array and a class members.
static_assert(
sizeof(CVector2D) == sizeof(float) * 2u &&
offsetof(CVector2D, X) == 0 &&
offsetof(CVector2D, Y) == sizeof(float),
"Vector2D should be properly layouted to use AsFloatArray");
return PS::span<const float>(&X, 2);
}
public:
float X, Y;
};
#endif // INCLUDED_VECTOR2D