// Vector2D.h // // 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" #include "Vector3D.h" class CVector2D { public: float x; float y; inline CVector2D() { x = 0.0f; y = 0.0f; } inline CVector2D( float _x, float _y ) { x = _x; y = _y; } inline CVector2D( const CVector3D& v3 ) // This is done an awful lot. { x = v3.X; y = v3.Z; } inline operator CVector3D() const { return( CVector3D( x, 0, 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