112 lines
2.5 KiB
C++
112 lines
2.5 KiB
C++
/* Copyright (C) 2009 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 R2 and allows vector and
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* scalar operations on it
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*/
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#ifndef INCLUDED_MATHS_VECTOR2D
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#define INCLUDED_MATHS_VECTOR2D
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#include <math.h>
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///////////////////////////////////////////////////////////////////////////////
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// CVector2D_Maths:
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class CVector2D_Maths
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{
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public:
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CVector2D_Maths() {}
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CVector2D_Maths(float x,float y) { X=x; Y=y; }
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CVector2D_Maths(const CVector2D_Maths& p) { X=p.X; Y=p.Y; }
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operator float*() {
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return &X;
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}
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operator const float*() const {
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return &X;
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}
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CVector2D_Maths operator-() const {
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return CVector2D_Maths(-X, -Y);
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}
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CVector2D_Maths operator+(const CVector2D_Maths& t) const {
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return CVector2D_Maths(X+t.X, Y+t.Y);
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}
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CVector2D_Maths operator-(const CVector2D_Maths& t) const {
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return CVector2D_Maths(X-t.X, Y-t.Y);
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}
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CVector2D_Maths operator*(float f) const {
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return CVector2D_Maths(X*f, Y*f);
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}
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CVector2D_Maths operator/(float f) const {
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float inv=1.0f/f;
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return CVector2D_Maths(X*inv, Y*inv);
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}
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CVector2D_Maths& operator+=(const CVector2D_Maths& t) {
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X+=t.X; Y+=t.Y;
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return *this;
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}
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CVector2D_Maths& operator-=(const CVector2D_Maths& t) {
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X-=t.X; Y-=t.Y;
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return *this;
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}
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CVector2D_Maths& operator*=(float f) {
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X*=f; Y*=f;
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return *this;
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}
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CVector2D_Maths& operator/=(float f) {
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float invf=1.0f/f;
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X*=invf; Y*=invf;
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return *this;
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}
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float Dot(const CVector2D_Maths& a) const {
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return X*a.X + Y*a.Y;
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}
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float LengthSquared() const {
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return Dot(*this);
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}
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float Length() const {
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return (float) sqrt(LengthSquared());
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}
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void Normalize() {
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float mag=Length();
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X/=mag; Y/=mag;
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}
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public:
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float X, Y;
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};
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//////////////////////////////////////////////////////////////////////////////////
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#endif
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