/* Copyright (C) 2011 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 . */ /* * Provides an interface for a vector in R2 and allows vector and * scalar operations on it */ #ifndef INCLUDED_MATHS_VECTOR2D #define INCLUDED_MATHS_VECTOR2D #include /////////////////////////////////////////////////////////////////////////////// // CVector2D: class CVector2D { public: CVector2D() {} CVector2D(float x, float y) : X(x), Y(y) {} operator float*() { return &X; } operator const float*() const { return &X; } 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; } public: float X, Y; }; ////////////////////////////////////////////////////////////////////////////////// #endif