#include "vector2.h" #include #define EPSILON 0.00001 Vector2 Vector2::abs() const { Vector2 b; b.x = x >= 0 ? x : -x; b.y = y >= 0 ? y : -y; return b; } float Vector2::angle() const { return atan2(x, y); } float Vector2::angle_to(const Vector2 &b) const { return atan2(cross(b), dot(b)); } float Vector2::cross(const Vector2 &b) const { return x * b.y - y * b.x; } Vector2 Vector2::clamped(float len) const { return normalized() * len; } Vector2 Vector2::direction_to(const Vector2 &b) const { 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); } float Vector2::distance_to(const Vector2 &b) const { 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; } 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; } return false; } float Vector2::length() const { return sqrt(x * x + y * y); } float Vector2::length_squared() const { return x * x + y * y; } Vector2 Vector2::lerp(const Vector2 &b, const float t) const { Vector2 v; v.x = x + (t * (b.x - x)); v.y = y + (t * (b.y - y)); return v; } Vector2 Vector2::normalized() const { Vector2 v; float l = length_squared(); if (l != 0) { l = sqrt(l); v.x = x / l; v.y = y / l; } return v; } void Vector2::normalize() { float l = length_squared(); if (l != 0) { l = sqrt(l); x = x / l; y = y / l; } } void Vector2::add(const Vector2 &b) { x += b.x; y += b.y; } void Vector2::sub(const Vector2 &b) { x -= b.x; y -= b.y; } Vector2::Vector2() { x = 0; y = 0; } Vector2::Vector2(const Vector2 &b) { x = b.x; y = b.y; } Vector2::Vector2(const float p_x, const float p_y) { x = p_x; y = p_y; } Vector2 &Vector2::operator+=(const Vector2 &b) { x += b.x; y += b.y; return *this; } Vector2 Vector2::operator+(const Vector2 &b) const { return Vector2(x + b.x, y + b.y); } Vector2 &Vector2::operator-=(const Vector2 &b) { x -= b.x; y -= b.y; return *this; } Vector2 Vector2::operator-(const Vector2 &b) const { return Vector2(x - b.x, y - b.y); } Vector2 &Vector2::operator*=(const Vector2 &b) { x *= b.x; y *= b.y; return *this; } Vector2 Vector2::operator*(const Vector2 &b) const { return Vector2(x * b.x, y * b.y); } Vector2 &Vector2::operator/=(const Vector2 &b) { x /= b.x; y /= b.y; return *this; } Vector2 Vector2::operator/(const Vector2 &b) const { return Vector2(x / b.x, y / b.y); } Vector2 &Vector2::operator+=(float scalar) { x += scalar; y += scalar; return *this; } Vector2 Vector2::operator+(float scalar) const { return Vector2(x + scalar, y + scalar); } Vector2 &Vector2::operator-=(float scalar) { x += scalar; y += scalar; return *this; } Vector2 Vector2::operator-(float scalar) const { return Vector2(x - scalar, y - scalar); } Vector2 &Vector2::operator*=(float scalar) { x *= scalar; y *= scalar; return *this; } Vector2 Vector2::operator*(float scalar) const { return Vector2(x * scalar, y * scalar); } Vector2 &Vector2::operator/=(float scalar) { x /= scalar; y /= scalar; return *this; } Vector2 Vector2::operator/(float scalar) const { return Vector2(x / scalar, y / scalar); } Vector2 Vector2::operator-() const { return Vector2(-x, -y); } bool Vector2::operator==(const Vector2 &b) const { return x == b.x && y == b.y; } bool Vector2::operator!=(const Vector2 &b) const { return x != b.x || y != b.y; } const float &Vector2::operator[](int axis) const { return coordinates[axis]; } float &Vector2::operator[](int axis) { return coordinates[axis]; } Vector2::operator String() const { return "[" + String::num(x) + "," + String::num(y) + "]"; }