0ad/source/maths/Vector2D.h
Ykkrosh 8fee3d8ef8 # New territory border rendering.
Add textured line overlay rendering.
Change terrain height calculations to be triangulation-dependent for
improved accuracy.
Add triangulation-dependent terrain normal function.
Support separate S/T wrap modes for textures.
Rename CVector2D_Maths since it no longer conflicts with simulation
CVector2D.
Coalesce freed chunks in vertex buffers, to avoid excessive
fragmentation.
Add some things to help debug vertex buffer allocation a little.

This was SVN commit r9929.
2011-07-30 00:56:45 +00:00

137 lines
2.4 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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 <math.h>
///////////////////////////////////////////////////////////////////////////////
// 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()
{
float mag = Length();
return CVector2D(X / mag, Y / mag);
}
public:
float X, Y;
};
//////////////////////////////////////////////////////////////////////////////////
#endif