janwas
5814e10126
* now splits everything up into independent static libraries. * fixed a great deal of incorrect #include statements. all headers must now be specified with their full path relative to source. exception: if file being included and including file are in the same directory, no path needed. use <> when relying on the build system's include path (e.g. for system headers and external libraries, e.g. boost), otherwise "". * temporarily renamed maths/Vector2D to Vector2D_Maths to avoid conflict. these should be merged. * hacked around VC linker stupidness when building static libs; texture codecs must now be registered manually. This was SVN commit r3931.
100 lines
1.9 KiB
C++
100 lines
1.9 KiB
C++
//***********************************************************
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//
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// Name: Vector2D.h
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// Author: Matei Zaharia
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//
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// Description: Provides an interface for a vector in R4 and
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// allows vector and scalar operations on it
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//
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//***********************************************************
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#ifndef VECTOR2D_H
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#define VECTOR2D_H
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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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