From d0f267f69f7ceb37a6cac2234f7449cfac0ba95b Mon Sep 17 00:00:00 2001 From: Relintai Date: Sat, 27 Mar 2021 13:44:06 +0100 Subject: [PATCH] Format Vector2 and Vector3. --- 01_alapok/vector2.cpp | 135 ++++++++++++++++---------------- 01_alapok/vector2.h | 60 +++++++-------- 01_alapok/vector3.cpp | 173 +++++++++++++++++++++--------------------- 01_alapok/vector3.h | 60 +++++++-------- 4 files changed, 213 insertions(+), 215 deletions(-) diff --git a/01_alapok/vector2.cpp b/01_alapok/vector2.cpp index 29abad6..62cbd40 100755 --- a/01_alapok/vector2.cpp +++ b/01_alapok/vector2.cpp @@ -5,169 +5,168 @@ #define EPSILON 0.00001 Vector2 Vector2::abs() const { - Vector2 b; + Vector2 b; - b.x = x >= 0 ? x : -x; - b.y = y >= 0 ? y : -y; + b.x = x >= 0 ? x : -x; + b.y = y >= 0 ? y : -y; - return b; + return b; } float Vector2::angle() const { - return atan2(x, y); + return atan2(x, y); } float Vector2::angle_to(const Vector2 &b) const { - return atan2(cross(b), dot(b)); + return atan2(cross(b), dot(b)); } float Vector2::cross(const Vector2 &b) const { - return x * b.y - y * b.x; + return x * b.y - y * b.x; } Vector2 Vector2::clamped(float len) const { - return normalized() * len; + return normalized() * len; } Vector2 Vector2::direction_to(const Vector2 &b) const { - return (b - *this).normalized(); + return (b - *this).normalized(); } float Vector2::distance_to_squared(const Vector2 &b) const { - return (x - b.x) * (x - b.x) + (y - b.y) * (y - b.y); + return (x - b.x) * (x - b.x) + (y - b.y) * (y - b.y); } float Vector2::distance_to(const Vector2 &b) const { - return sqrt((x - b.x) * (x - b.x) + (y - b.y) * (y - b.y)); + return sqrt((x - b.x) * (x - b.x) + (y - b.y) * (y - b.y)); } float Vector2::dot(const Vector2 &b) const { - return x * b.x + y * b.y; + return x * b.x + y * b.y; } bool Vector2::is_equal_approx(const Vector2 &b) const { - if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y) { - return true; - } + if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y) { + return true; + } - return false; + return false; } float Vector2::length() const { - return sqrt(x * x + y * y); + return sqrt(x * x + y * y); } float Vector2::length_squared() const { - return x * x + y * y; + return x * x + y * y; } Vector2 Vector2::lerp(const Vector2 &b, const float t) const { - Vector2 v; + Vector2 v; - v.x = x + (t * (b.x - x)); - v.y = y + (t * (b.y - y)); + v.x = x + (t * (b.x - x)); + v.y = y + (t * (b.y - y)); - return v; + return v; } Vector2 Vector2::normalized() const { - Vector2 v; + Vector2 v; - float l = length_squared(); + float l = length_squared(); - if (l != 0) { - l = sqrt(l); + if (l != 0) { + l = sqrt(l); - v.x = x / l; - v.y = y / l; - } + v.x = x / l; + v.y = y / l; + } - return v; + return v; } void Vector2::normalize() { - float l = length_squared(); + float l = length_squared(); - if (l != 0) { - l = sqrt(l); - - x = x / l; - y = y / l; - } + if (l != 0) { + l = sqrt(l); + x = x / l; + y = y / l; + } } void Vector2::add(const Vector2 &b) { - x += b.x; - y += b.y; + x += b.x; + y += b.y; } void Vector2::sub(const Vector2 &b) { - x -= b.x; - y -= b.y; + x -= b.x; + y -= b.y; } Vector2::Vector2() { - x = 0; - y = 0; + x = 0; + y = 0; } Vector2::Vector2(const Vector2 &b) { - x = b.x; - y = b.y; + x = b.x; + y = b.y; } Vector2::Vector2(const float p_x, const float p_y) { - x = p_x; - y = p_y; + x = p_x; + y = p_y; } Vector2 &Vector2::operator+=(const Vector2 &b) { - x += b.x; - y += b.y; + x += b.x; + y += b.y; - return *this; + return *this; } Vector2 &Vector2::operator-=(const Vector2 &b) { - x -= b.x; - y -= b.y; + x -= b.x; + y -= b.y; - return *this; + return *this; } -Vector2& Vector2::operator*=(const float b) { - x *= b; - y *= b; +Vector2 &Vector2::operator*=(const float b) { + x *= b; + y *= b; - return *this; + return *this; } Vector2 operator*(Vector2 lhs, const float rhs) { - lhs.x *= rhs; - lhs.y *= rhs; + lhs.x *= rhs; + lhs.y *= rhs; - return lhs; + return lhs; } Vector2 operator+(Vector2 lhs, const Vector2 &rhs) { - lhs.x += rhs.x; - lhs.y += rhs.y; + lhs.x += rhs.x; + lhs.y += rhs.y; - return lhs; + return lhs; } Vector2 operator-(Vector2 lhs, const Vector2 &rhs) { - lhs.x -= rhs.x; - lhs.y -= rhs.y; + lhs.x -= rhs.x; + lhs.y -= rhs.y; - return lhs; + return lhs; } bool operator==(const Vector2 &a, const Vector2 &b) { - return a.is_equal_approx(b); + return a.is_equal_approx(b); } bool operator!=(const Vector2 &a, const Vector2 &b) { - return !(a == b); + return !(a == b); } diff --git a/01_alapok/vector2.h b/01_alapok/vector2.h index e844f31..2a2f186 100755 --- a/01_alapok/vector2.h +++ b/01_alapok/vector2.h @@ -3,46 +3,46 @@ class Vector2 { public: - Vector2 abs() const; - float angle() const; - float angle_to(const Vector2 &b) const; - float cross(const Vector2 &b) const; - Vector2 clamped(float len) const; - Vector2 direction_to(const Vector2 &b) const; - float distance_to_squared(const Vector2 &b) const; - float distance_to(const Vector2 &b) const; - float dot(const Vector2 &b) const; - bool is_equal_approx(const Vector2 &b) const; + Vector2 abs() const; + float angle() const; + float angle_to(const Vector2 &b) const; + float cross(const Vector2 &b) const; + Vector2 clamped(float len) const; + Vector2 direction_to(const Vector2 &b) const; + float distance_to_squared(const Vector2 &b) const; + float distance_to(const Vector2 &b) const; + float dot(const Vector2 &b) const; + bool is_equal_approx(const Vector2 &b) const; - float length() const; - float length_squared() const; + float length() const; + float length_squared() const; - Vector2 lerp(const Vector2 &b, const float t) const; + Vector2 lerp(const Vector2 &b, const float t) const; - Vector2 normalized() const; - void normalize(); + Vector2 normalized() const; + void normalize(); - void add(const Vector2 &b); - void sub(const Vector2 &b); + void add(const Vector2 &b); + void sub(const Vector2 &b); - Vector2(); - Vector2(const Vector2 &b); - Vector2(const float p_x, const float p_y); + Vector2(); + Vector2(const Vector2 &b); + Vector2(const float p_x, const float p_y); - Vector2& operator+=(const Vector2& b); - Vector2& operator-=(const Vector2& b); + Vector2 &operator+=(const Vector2 &b); + Vector2 &operator-=(const Vector2 &b); - friend Vector2 operator+(Vector2 lhs, const Vector2 &rhs); - friend Vector2 operator-(Vector2 lhs, const Vector2 &rhs); + friend Vector2 operator+(Vector2 lhs, const Vector2 &rhs); + friend Vector2 operator-(Vector2 lhs, const Vector2 &rhs); - Vector2& operator*=(const float b); - friend Vector2 operator*(Vector2 lhs, const float rhs); + Vector2 &operator*=(const float b); + friend Vector2 operator*(Vector2 lhs, const float rhs); - friend bool operator==(const Vector2& a, const Vector2& b); - friend bool operator!=(const Vector2& a, const Vector2& b); + friend bool operator==(const Vector2 &a, const Vector2 &b); + friend bool operator!=(const Vector2 &a, const Vector2 &b); - float x; - float y; + float x; + float y; }; #endif diff --git a/01_alapok/vector3.cpp b/01_alapok/vector3.cpp index 5623b10..beb369d 100755 --- a/01_alapok/vector3.cpp +++ b/01_alapok/vector3.cpp @@ -5,187 +5,186 @@ #define EPSILON 0.00001 Vector3 Vector3::abs() const { - Vector3 b; + Vector3 b; - b.x = x >= 0 ? x : -x; - b.y = y >= 0 ? y : -y; - b.z = z >= 0 ? z : -z; + b.x = x >= 0 ? x : -x; + b.y = y >= 0 ? y : -y; + b.z = z >= 0 ? z : -z; - return b; + return b; } float Vector3::angle_to(const Vector3 &b) const { - return atan2(cross(b).length(), dot(b)); + return atan2(cross(b).length(), dot(b)); } Vector3 Vector3::cross(const Vector3 &b) const { - Vector3 v; + Vector3 v; - v.x = (y * b.z) - (z * b.y); - v.y = (z * b.x) - (x * b.z); - v.z = (x * b.y) - (y * b.x); + v.x = (y * b.z) - (z * b.y); + v.y = (z * b.x) - (x * b.z); + v.z = (x * b.y) - (y * b.x); - return v; + return v; } Vector3 Vector3::clamped(float len) const { - return normalized() * len; + return normalized() * len; } Vector3 Vector3::direction_to(const Vector3 &b) const { - return (b - *this).normalized(); + return (b - *this).normalized(); } float Vector3::distance_to_squared(const Vector3 &b) const { - return (b - *this).length_squared(); + return (b - *this).length_squared(); } float Vector3::distance_to(const Vector3 &b) const { - return (b - *this).length(); + return (b - *this).length(); } float Vector3::dot(const Vector3 &b) const { - return x * b.x + y * b.y + z * b.z; + return x * b.x + y * b.y + z * b.z; } bool Vector3::is_equal_approx(const Vector3 &b) const { - if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y && - z + EPSILON < b.z && z - EPSILON > b.z) { - return true; - } + if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y && + z + EPSILON < b.z && z - EPSILON > b.z) { + return true; + } - return false; + return false; } float Vector3::length() const { - return sqrt(x * x + y * y + z * z); + return sqrt(x * x + y * y + z * z); } float Vector3::length_squared() const { - return x * x + y * y + z * z; + return x * x + y * y + z * z; } Vector3 Vector3::lerp(const Vector3 &b, const float t) const { - Vector3 v; + Vector3 v; - v.x = x + (t * (b.x - x)); - v.y = y + (t * (b.y - y)); - v.z = z + (t * (b.z - z)); + v.x = x + (t * (b.x - x)); + v.y = y + (t * (b.y - y)); + v.z = z + (t * (b.z - z)); - return v; + return v; } Vector3 Vector3::normalized() const { - Vector3 v; + Vector3 v; - float l = length_squared(); + float l = length_squared(); - if (l != 0) { - l = sqrt(l); + if (l != 0) { + l = sqrt(l); - v.x = x / l; - v.y = y / l; - v.z = z / l; - } + v.x = x / l; + v.y = y / l; + v.z = z / l; + } - return v; + return v; } void Vector3::normalize() { - float l = length_squared(); + float l = length_squared(); - if (l != 0) { - l = sqrt(l); - - x = x / l; - y = y / l; - z = z / l; - } + if (l != 0) { + l = sqrt(l); + x = x / l; + y = y / l; + z = z / l; + } } void Vector3::add(const Vector3 &b) { - x += b.x; - y += b.y; - z += b.z; + x += b.x; + y += b.y; + z += b.z; } void Vector3::sub(const Vector3 &b) { - x -= b.x; - y -= b.y; - z -= b.z; + x -= b.x; + y -= b.y; + z -= b.z; } Vector3::Vector3() { - x = 0; - y = 0; - z = 0; + x = 0; + y = 0; + z = 0; } Vector3::Vector3(const Vector3 &b) { - x = b.x; - y = b.y; - z = b.z; + x = b.x; + y = b.y; + z = b.z; } Vector3::Vector3(const float p_x, const float p_y, const float p_z) { - x = p_x; - y = p_y; - z = p_z; + x = p_x; + y = p_y; + z = p_z; } Vector3 &Vector3::operator+=(const Vector3 &b) { - x += b.x; - y += b.y; - z += b.z; + x += b.x; + y += b.y; + z += b.z; - return *this; + return *this; } Vector3 &Vector3::operator-=(const Vector3 &b) { - x -= b.x; - y -= b.y; - z -= b.z; + x -= b.x; + y -= b.y; + z -= b.z; - return *this; + return *this; } -Vector3& Vector3::operator*=(const float b) { - x *= b; - y *= b; - z *= b; +Vector3 &Vector3::operator*=(const float b) { + x *= b; + y *= b; + z *= b; - return *this; + return *this; } Vector3 operator*(Vector3 lhs, const float rhs) { - lhs.x *= rhs; - lhs.y *= rhs; - lhs.z *= rhs; + lhs.x *= rhs; + lhs.y *= rhs; + lhs.z *= rhs; - return lhs; + return lhs; } Vector3 operator+(Vector3 lhs, const Vector3 &rhs) { - lhs.x += rhs.x; - lhs.y += rhs.y; - lhs.z += rhs.z; + lhs.x += rhs.x; + lhs.y += rhs.y; + lhs.z += rhs.z; - return lhs; + return lhs; } Vector3 operator-(Vector3 lhs, const Vector3 &rhs) { - lhs.x -= rhs.x; - lhs.y -= rhs.y; - lhs.z -= rhs.z; + lhs.x -= rhs.x; + lhs.y -= rhs.y; + lhs.z -= rhs.z; - return lhs; + return lhs; } bool operator==(const Vector3 &a, const Vector3 &b) { - return a.is_equal_approx(b); + return a.is_equal_approx(b); } bool operator!=(const Vector3 &a, const Vector3 &b) { - return !(a == b); + return !(a == b); } diff --git a/01_alapok/vector3.h b/01_alapok/vector3.h index 41addec..9e7ae3c 100755 --- a/01_alapok/vector3.h +++ b/01_alapok/vector3.h @@ -3,46 +3,46 @@ class Vector3 { public: - Vector3 abs() const; - float angle_to(const Vector3 &b) const; - Vector3 cross(const Vector3 &b) const; - Vector3 clamped(float len) const; - Vector3 direction_to(const Vector3 &b) const; - float distance_to_squared(const Vector3 &b) const; - float distance_to(const Vector3 &b) const; - float dot(const Vector3 &b) const; - bool is_equal_approx(const Vector3 &b) const; + Vector3 abs() const; + float angle_to(const Vector3 &b) const; + Vector3 cross(const Vector3 &b) const; + Vector3 clamped(float len) const; + Vector3 direction_to(const Vector3 &b) const; + float distance_to_squared(const Vector3 &b) const; + float distance_to(const Vector3 &b) const; + float dot(const Vector3 &b) const; + bool is_equal_approx(const Vector3 &b) const; - float length() const; - float length_squared() const; + float length() const; + float length_squared() const; - Vector3 lerp(const Vector3 &b, const float t) const; + Vector3 lerp(const Vector3 &b, const float t) const; - Vector3 normalized() const; - void normalize(); + Vector3 normalized() const; + void normalize(); - void add(const Vector3 &b); - void sub(const Vector3 &b); + void add(const Vector3 &b); + void sub(const Vector3 &b); - Vector3(); - Vector3(const Vector3 &b); - Vector3(const float p_x, const float p_y, const float p_z); + Vector3(); + Vector3(const Vector3 &b); + Vector3(const float p_x, const float p_y, const float p_z); - Vector3& operator+=(const Vector3& b); - Vector3& operator-=(const Vector3& b); + Vector3 &operator+=(const Vector3 &b); + Vector3 &operator-=(const Vector3 &b); - friend Vector3 operator+(Vector3 lhs, const Vector3 &rhs); - friend Vector3 operator-(Vector3 lhs, const Vector3 &rhs); + friend Vector3 operator+(Vector3 lhs, const Vector3 &rhs); + friend Vector3 operator-(Vector3 lhs, const Vector3 &rhs); - Vector3& operator*=(const float b); - friend Vector3 operator*(Vector3 lhs, const float rhs); + Vector3 &operator*=(const float b); + friend Vector3 operator*(Vector3 lhs, const float rhs); - friend bool operator==(const Vector3& a, const Vector3& b); - friend bool operator!=(const Vector3& a, const Vector3& b); + friend bool operator==(const Vector3 &a, const Vector3 &b); + friend bool operator!=(const Vector3 &a, const Vector3 &b); - float x; - float y; - float z; + float x; + float y; + float z; }; #endif