mirror of
https://github.com/Relintai/rcpp_framework.git
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231 lines
3.8 KiB
C++
Executable File
231 lines
3.8 KiB
C++
Executable File
#include "vector2.h"
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#include <cmath>
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#include "vector2i.h"
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#define EPSILON 0.00001
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Vector2 Vector2::abs() const {
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Vector2 b;
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b.x = x >= 0 ? x : -x;
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b.y = y >= 0 ? y : -y;
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return b;
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}
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float Vector2::angle() const {
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return atan2(x, y);
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}
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float Vector2::angle_to(const Vector2 &b) const {
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return atan2(cross(b), dot(b));
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}
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float Vector2::cross(const Vector2 &b) const {
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return x * b.y - y * b.x;
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}
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Vector2 Vector2::clamped(float len) const {
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return normalized() * len;
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}
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Vector2 Vector2::direction_to(const Vector2 &b) const {
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return (b - *this).normalized();
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}
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float Vector2::distance_to_squared(const Vector2 &b) const {
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return (x - b.x) * (x - b.x) + (y - b.y) * (y - b.y);
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}
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float Vector2::distance_to(const Vector2 &b) const {
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return sqrt((x - b.x) * (x - b.x) + (y - b.y) * (y - b.y));
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}
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float Vector2::dot(const Vector2 &b) const {
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return x * b.x + y * b.y;
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}
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bool Vector2::is_equal_approx(const Vector2 &b) const {
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if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y) {
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return true;
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}
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return false;
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}
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float Vector2::length() const {
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return sqrt(x * x + y * y);
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}
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float Vector2::length_squared() const {
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return x * x + y * y;
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}
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Vector2 Vector2::lerp(const Vector2 &b, const float t) const {
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Vector2 v;
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v.x = x + (t * (b.x - x));
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v.y = y + (t * (b.y - y));
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return v;
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}
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Vector2 Vector2::normalized() const {
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Vector2 v;
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float l = length_squared();
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if (l != 0) {
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l = sqrt(l);
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v.x = x / l;
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v.y = y / l;
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}
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return v;
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}
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void Vector2::normalize() {
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float l = length_squared();
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if (l != 0) {
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l = sqrt(l);
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x = x / l;
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y = y / l;
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}
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}
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void Vector2::add(const Vector2 &b) {
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x += b.x;
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y += b.y;
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}
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void Vector2::sub(const Vector2 &b) {
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x -= b.x;
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y -= b.y;
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}
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Vector2::Vector2() {
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x = 0;
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y = 0;
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}
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Vector2::Vector2(const Vector2 &b) {
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x = b.x;
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y = b.y;
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}
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Vector2::Vector2(const float p_x, const float p_y) {
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x = p_x;
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y = p_y;
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}
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Vector2 &Vector2::operator+=(const Vector2 &b) {
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x += b.x;
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y += b.y;
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return *this;
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}
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Vector2 Vector2::operator+(const Vector2 &b) const {
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return Vector2(x + b.x, y + b.y);
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}
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Vector2 &Vector2::operator-=(const Vector2 &b) {
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x -= b.x;
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y -= b.y;
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return *this;
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}
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Vector2 Vector2::operator-(const Vector2 &b) const {
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return Vector2(x - b.x, y - b.y);
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}
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Vector2 &Vector2::operator*=(const Vector2 &b) {
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x *= b.x;
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y *= b.y;
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return *this;
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}
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Vector2 Vector2::operator*(const Vector2 &b) const {
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return Vector2(x * b.x, y * b.y);
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}
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Vector2 &Vector2::operator/=(const Vector2 &b) {
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x /= b.x;
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y /= b.y;
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return *this;
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}
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Vector2 Vector2::operator/(const Vector2 &b) const {
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return Vector2(x / b.x, y / b.y);
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}
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Vector2 &Vector2::operator+=(float scalar) {
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x += scalar;
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y += scalar;
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return *this;
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}
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Vector2 Vector2::operator+(float scalar) const {
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return Vector2(x + scalar, y + scalar);
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}
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Vector2 &Vector2::operator-=(float scalar) {
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x += scalar;
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y += scalar;
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return *this;
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}
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Vector2 Vector2::operator-(float scalar) const {
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return Vector2(x - scalar, y - scalar);
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}
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Vector2 &Vector2::operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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return *this;
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}
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Vector2 Vector2::operator*(float scalar) const {
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return Vector2(x * scalar, y * scalar);
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}
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Vector2 &Vector2::operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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return *this;
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}
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Vector2 Vector2::operator/(float scalar) const {
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return Vector2(x / scalar, y / scalar);
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}
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Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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bool Vector2::operator==(const Vector2 &b) const {
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return x == b.x && y == b.y;
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}
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bool Vector2::operator!=(const Vector2 &b) const {
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return x != b.x || y != b.y;
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}
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const float &Vector2::operator[](int axis) const {
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return coordinates[axis];
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}
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float &Vector2::operator[](int axis) {
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return coordinates[axis];
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}
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Vector2::operator String() const {
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return "[" + String::num(x) + "," + String::num(y) + "]";
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}
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Vector2::operator Vector2i() const {
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return Vector2i(x, y);
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}
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