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forked from 0ad/0ad
0ad/source/ps/Vector2D.h
2004-06-02 15:31:55 +00:00

100 lines
2.2 KiB
C++
Executable File

// Vector2D.h
//
// Last modified: 26 May 04, Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// 2-dimensional vector class, primarily for use by simulation code.
#ifndef VECTOR_2D_INCLUDED
#define VECTOR_2D_INCLUDED
#include "math.h"
class CVector2D
{
public:
float x;
float y;
CVector2D() {}
CVector2D( float _x, float _y )
{
x = _x; y = _y;
}
static inline float dot( const CVector2D& u, const CVector2D& v )
{
return( u.x * v.x + u.y * v.y );
}
static inline float betadot( const CVector2D& u, const CVector2D& v )
{
// Beta-dot product. I have no idea if that's its correct name
// but use of it tends to simplify collision formulae.
// At the moment I think all of my code uses seperate vectors
// and dots them together, though.
return( u.x * v.y - u.y * v.x );
}
inline CVector2D beta() const
{
return( CVector2D( y, -x ) );
}
inline float dot( const CVector2D& u ) const
{
return( dot( *this, u ) );
}
inline float betadot( const CVector2D& u ) const
{
return( betadot( *this, u ) );
}
inline CVector2D operator+( const CVector2D& u ) const
{
return( CVector2D( x + u.x, y + u.y ) );
}
inline CVector2D operator-( const CVector2D& u ) const
{
return( CVector2D( x - u.x, y - u.y ) );
}
inline CVector2D& operator+=( const CVector2D& u )
{
x += u.x; y += u.y;
return( *this );
}
inline CVector2D& operator-=( const CVector2D& u )
{
x -= u.x; y -= u.y;
return( *this );
}
inline CVector2D operator*( const float scale ) const
{
return( CVector2D( x * scale, y * scale ) );
}
inline CVector2D operator/( const float scale ) const
{
return( CVector2D( x / scale, y / scale ) );
}
inline CVector2D& operator*=( const float scale )
{
x *= scale; y *= scale;
return( *this );
}
inline CVector2D& operator/=( const float scale )
{
x /= scale; y /= scale;
return( *this );
}
inline float length() const
{
return( sqrt( x * x + y * y ) );
}
CVector2D normalize() const
{
float l = length();
if( l < 0.00001 ) return( CVector2D( 1.0f, 0.0f ) );
l = 1 / l;
return( CVector2D( x * l, y * l ) );
}
inline bool within( const float dist ) const
{
return( ( x * x + y * y ) <= ( dist * dist ) );
}
};
#endif